diff --git a/libs/filagui/src/ImGuiHelper.cpp b/libs/filagui/src/ImGuiHelper.cpp index 437932c165..00ff9831a6 100644 --- a/libs/filagui/src/ImGuiHelper.cpp +++ b/libs/filagui/src/ImGuiHelper.cpp @@ -190,6 +190,47 @@ void ImGuiHelper::render(float timeStepInSeconds, Callback imguiCommands) { void ImGuiHelper::processImGuiCommands(ImDrawData* commands, const ImGuiIO& io) { ImGui::SetCurrentContext(mImGuiContext); + if (commands->Textures != nullptr) { + for (ImTextureData* tex : *commands->Textures) { + if (tex->Status == ImTextureStatus_OK) { + continue; + } else if (tex->Status == ImTextureStatus_WantCreate) { + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + Texture* ftex = Texture::Builder() + .width(tex->Width) + .height(tex->Height) + .levels(1) + .format(Texture::InternalFormat::RGBA8) + .sampler(Texture::Sampler::SAMPLER_2D) + .build(*mEngine); + + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const int size = tex->Width * tex->Height * 4; + Texture::PixelBufferDescriptor pb(tex->GetPixels(), size, + Texture::Format::RGBA, + Texture::Type::UBYTE); + ftex->setImage(*mEngine, 0, std::move(pb)); + + tex->SetTexID((ImTextureID)ftex); + tex->SetStatus(ImTextureStatus_OK); + } else if (tex->Status == ImTextureStatus_WantUpdates) { + const int size = tex->Width * tex->Height * 4; + Texture::PixelBufferDescriptor pb(tex->GetPixels(), size, + Texture::Format::RGBA, + Texture::Type::UBYTE); + filament::Texture* ftex = (filament::Texture*)tex->TexID; + ftex->setImage(*mEngine, 0, std::move(pb)); + tex->SetStatus(ImTextureStatus_OK); + } else if (tex->Status == ImTextureStatus_WantDestroy && + tex->UnusedFrames > 0) { + filament::Texture* ftex = (filament::Texture*)tex->TexID; + mEngine->destroy(ftex); + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } + } + } + mHasSynced = false; auto& rcm = mEngine->getRenderableManager(); @@ -228,7 +269,7 @@ void ImGuiHelper::processImGuiCommands(ImDrawData* commands, const ImGuiIO& io) if (pcmd.UserCallback) { pcmd.UserCallback(cmds, &pcmd); } else { - auto texture = (Texture const*)pcmd.TextureId; + auto texture = (Texture const*)pcmd.GetTexID(); MaterialInstance* materialInstance; #ifdef __ANDROID__ if (texture && texture->getTarget() == Texture::Sampler::SAMPLER_EXTERNAL) { diff --git a/libs/filamentapp/CMakeLists.txt b/libs/filamentapp/CMakeLists.txt index cb1ad31b82..e527de52b2 100644 --- a/libs/filamentapp/CMakeLists.txt +++ b/libs/filamentapp/CMakeLists.txt @@ -37,6 +37,7 @@ set(SRCS src/IcoSphere.cpp src/MeshAssimp.cpp src/Sphere.cpp + src/KeyInputConversion.h ) if (FILAMENT_SUPPORTS_VULKAN) diff --git a/libs/filamentapp/src/FilamentApp.cpp b/libs/filamentapp/src/FilamentApp.cpp index 27fae34128..be6fb8a1ce 100644 --- a/libs/filamentapp/src/FilamentApp.cpp +++ b/libs/filamentapp/src/FilamentApp.cpp @@ -16,6 +16,8 @@ #include +#include "KeyInputConversion.h" + #if defined(WIN32) # include # include @@ -211,27 +213,6 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback, SDL_GetWindowWMInfo(window->getSDLWindow(), &wmInfo); ImGui::GetMainViewport()->PlatformHandleRaw = wmInfo.info.win.window; #endif - io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; - io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; - io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; - io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; - io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; - io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; - io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; - io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; - io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; - io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; - io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; - io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; - io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = [](void*, const char* text) { SDL_SetClipboardText(text); }; @@ -305,15 +286,19 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback, io.AddInputCharactersUTF8(event->text.text); break; } - case SDL_KEYDOWN: - case SDL_KEYUP: { - int key = event->key.keysym.scancode; - IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); - io.KeysDown[key] = (event->type == SDL_KEYDOWN); - io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); - io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); - io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); - io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); + case SDL_KEYUP: + case SDL_KEYDOWN: { + SDL_Scancode const scancode = event->key.keysym.scancode; + SDL_Keycode const keycode = event->key.keysym.sym; + + auto modState = SDL_GetModState(); + io.AddKeyEvent(ImGuiMod_Ctrl, (modState & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (modState & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modState & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modState & KMOD_GUI) != 0); + io.AddKeyEvent( + filamentapp_utils::ImGui_ImplSDL2_KeyEventToImGuiKey(keycode, scancode), + event->type == SDL_KEYDOWN); break; } } diff --git a/libs/filamentapp/src/KeyInputConversion.h b/libs/filamentapp/src/KeyInputConversion.h new file mode 100644 index 0000000000..1b7c382ffd --- /dev/null +++ b/libs/filamentapp/src/KeyInputConversion.h @@ -0,0 +1,297 @@ +/* + * Copyright (C) 2025 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef TNT_FILAMENT_FILAMENTAPP_KEYINPUTCONVERSION_H +#define TNT_FILAMENT_FILAMENTAPP_KEYINPUTCONVERSION_H + +#include +#include + +namespace filamentapp_utils { + +// Copied from +// https://github.com/ocornut/imgui/blob/940627d008b8f0584b7f50d24574537cf24a32e1/backends/imgui_impl_sdl2.cpp#L206 +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) { + switch (keycode) { + case SDLK_TAB: + return ImGuiKey_Tab; + case SDLK_LEFT: + return ImGuiKey_LeftArrow; + case SDLK_RIGHT: + return ImGuiKey_RightArrow; + case SDLK_UP: + return ImGuiKey_UpArrow; + case SDLK_DOWN: + return ImGuiKey_DownArrow; + case SDLK_PAGEUP: + return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: + return ImGuiKey_PageDown; + case SDLK_HOME: + return ImGuiKey_Home; + case SDLK_END: + return ImGuiKey_End; + case SDLK_INSERT: + return ImGuiKey_Insert; + case SDLK_DELETE: + return ImGuiKey_Delete; + case SDLK_BACKSPACE: + return ImGuiKey_Backspace; + case SDLK_SPACE: + return ImGuiKey_Space; + case SDLK_RETURN: + return ImGuiKey_Enter; + case SDLK_ESCAPE: + return ImGuiKey_Escape; + // case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: + return ImGuiKey_Comma; + // case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: + return ImGuiKey_Period; + // case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: + return ImGuiKey_Semicolon; + // case SDLK_EQUALS: return ImGuiKey_Equal; + // case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + // case SDLK_BACKSLASH: return ImGuiKey_Backslash; + // case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + // case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: + return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: + return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: + return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: + return ImGuiKey_PrintScreen; + case SDLK_PAUSE: + return ImGuiKey_Pause; + case SDLK_KP_0: + return ImGuiKey_Keypad0; + case SDLK_KP_1: + return ImGuiKey_Keypad1; + case SDLK_KP_2: + return ImGuiKey_Keypad2; + case SDLK_KP_3: + return ImGuiKey_Keypad3; + case SDLK_KP_4: + return ImGuiKey_Keypad4; + case SDLK_KP_5: + return ImGuiKey_Keypad5; + case SDLK_KP_6: + return ImGuiKey_Keypad6; + case SDLK_KP_7: + return ImGuiKey_Keypad7; + case SDLK_KP_8: + return ImGuiKey_Keypad8; + case SDLK_KP_9: + return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: + return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: + return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: + return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: + return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: + return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: + return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: + return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: + return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: + return ImGuiKey_LeftShift; + case SDLK_LALT: + return ImGuiKey_LeftAlt; + case SDLK_LGUI: + return ImGuiKey_LeftSuper; + case SDLK_RCTRL: + return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: + return ImGuiKey_RightShift; + case SDLK_RALT: + return ImGuiKey_RightAlt; + case SDLK_RGUI: + return ImGuiKey_RightSuper; + case SDLK_APPLICATION: + return ImGuiKey_Menu; + case SDLK_0: + return ImGuiKey_0; + case SDLK_1: + return ImGuiKey_1; + case SDLK_2: + return ImGuiKey_2; + case SDLK_3: + return ImGuiKey_3; + case SDLK_4: + return ImGuiKey_4; + case SDLK_5: + return ImGuiKey_5; + case SDLK_6: + return ImGuiKey_6; + case SDLK_7: + return ImGuiKey_7; + case SDLK_8: + return ImGuiKey_8; + case SDLK_9: + return ImGuiKey_9; + case SDLK_a: + return ImGuiKey_A; + case SDLK_b: + return ImGuiKey_B; + case SDLK_c: + return ImGuiKey_C; + case SDLK_d: + return ImGuiKey_D; + case SDLK_e: + return ImGuiKey_E; + case SDLK_f: + return ImGuiKey_F; + case SDLK_g: + return ImGuiKey_G; + case SDLK_h: + return ImGuiKey_H; + case SDLK_i: + return ImGuiKey_I; + case SDLK_j: + return ImGuiKey_J; + case SDLK_k: + return ImGuiKey_K; + case SDLK_l: + return ImGuiKey_L; + case SDLK_m: + return ImGuiKey_M; + case SDLK_n: + return ImGuiKey_N; + case SDLK_o: + return ImGuiKey_O; + case SDLK_p: + return ImGuiKey_P; + case SDLK_q: + return ImGuiKey_Q; + case SDLK_r: + return ImGuiKey_R; + case SDLK_s: + return ImGuiKey_S; + case SDLK_t: + return ImGuiKey_T; + case SDLK_u: + return ImGuiKey_U; + case SDLK_v: + return ImGuiKey_V; + case SDLK_w: + return ImGuiKey_W; + case SDLK_x: + return ImGuiKey_X; + case SDLK_y: + return ImGuiKey_Y; + case SDLK_z: + return ImGuiKey_Z; + case SDLK_F1: + return ImGuiKey_F1; + case SDLK_F2: + return ImGuiKey_F2; + case SDLK_F3: + return ImGuiKey_F3; + case SDLK_F4: + return ImGuiKey_F4; + case SDLK_F5: + return ImGuiKey_F5; + case SDLK_F6: + return ImGuiKey_F6; + case SDLK_F7: + return ImGuiKey_F7; + case SDLK_F8: + return ImGuiKey_F8; + case SDLK_F9: + return ImGuiKey_F9; + case SDLK_F10: + return ImGuiKey_F10; + case SDLK_F11: + return ImGuiKey_F11; + case SDLK_F12: + return ImGuiKey_F12; + case SDLK_F13: + return ImGuiKey_F13; + case SDLK_F14: + return ImGuiKey_F14; + case SDLK_F15: + return ImGuiKey_F15; + case SDLK_F16: + return ImGuiKey_F16; + case SDLK_F17: + return ImGuiKey_F17; + case SDLK_F18: + return ImGuiKey_F18; + case SDLK_F19: + return ImGuiKey_F19; + case SDLK_F20: + return ImGuiKey_F20; + case SDLK_F21: + return ImGuiKey_F21; + case SDLK_F22: + return ImGuiKey_F22; + case SDLK_F23: + return ImGuiKey_F23; + case SDLK_F24: + return ImGuiKey_F24; + case SDLK_AC_BACK: + return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: + return ImGuiKey_AppForward; + default: + break; + } + + // Fallback to scancode + switch (scancode) { + case SDL_SCANCODE_GRAVE: + return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: + return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: + return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: + return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: + return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: + return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: + return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: + return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: + return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: + return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: + return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: + return ImGuiKey_Slash; + default: + break; + } + return ImGuiKey_None; +} + +} // namespace filamentapp_utils + +#endif // TNT_FILAMENT_FILAMENTAPP_KEYINPUTCONVERSION_H diff --git a/libs/viewer/src/ViewerGui.cpp b/libs/viewer/src/ViewerGui.cpp index 54527384fe..e63515c213 100644 --- a/libs/viewer/src/ViewerGui.cpp +++ b/libs/viewer/src/ViewerGui.cpp @@ -41,6 +41,36 @@ using namespace filament::math; namespace filament { namespace viewer { +namespace { + +ImGuiKey convertKey(int keycode) { + + // The following table uses normal ANSI codes, which is consistent with the keyCode that + // comes from a web "keydown" event. + switch (keycode) { + case 9: return ImGuiKey_Tab; + case 37: return ImGuiKey_LeftArrow; + case 39: return ImGuiKey_RightArrow; + case 38: return ImGuiKey_UpArrow; + case 40: return ImGuiKey_DownArrow; + case 36: return ImGuiKey_Home; + case 35: return ImGuiKey_End; + case 46: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 65: return ImGuiKey_A; + case 67: return ImGuiKey_C; + case 86: return ImGuiKey_V; + case 88: return ImGuiKey_X; + case 89: return ImGuiKey_Y; + case 90: return ImGuiKey_Z; + default: return ImGuiKey_None; + } +} + +} + mat4f fitIntoUnitCube(const Aabb& bounds, float zoffset) { float3 minpt = bounds.min; float3 maxpt = bounds.max; @@ -563,27 +593,6 @@ void ViewerGui::renderUserInterface(float timeStepInSeconds, View* guiView, floa mImGuiHelper = new ImGuiHelper(mEngine, guiView, ""); auto& io = ImGui::GetIO(); - - // The following table uses normal ANSI codes, which is consistent with the keyCode that - // comes from a web "keydown" event. - io.KeyMap[ImGuiKey_Tab] = 9; - io.KeyMap[ImGuiKey_LeftArrow] = 37; - io.KeyMap[ImGuiKey_RightArrow] = 39; - io.KeyMap[ImGuiKey_UpArrow] = 38; - io.KeyMap[ImGuiKey_DownArrow] = 40; - io.KeyMap[ImGuiKey_Home] = 36; - io.KeyMap[ImGuiKey_End] = 35; - io.KeyMap[ImGuiKey_Delete] = 46; - io.KeyMap[ImGuiKey_Backspace] = 8; - io.KeyMap[ImGuiKey_Enter] = 13; - io.KeyMap[ImGuiKey_Escape] = 27; - io.KeyMap[ImGuiKey_A] = 65; - io.KeyMap[ImGuiKey_C] = 67; - io.KeyMap[ImGuiKey_V] = 86; - io.KeyMap[ImGuiKey_X] = 88; - io.KeyMap[ImGuiKey_Y] = 89; - io.KeyMap[ImGuiKey_Z] = 90; - // TODO: this is not the best way to handle high DPI in ImGui, but it is fine when using the // proggy font. Users need to refresh their window when dragging between displays with // different pixel ratios. @@ -609,20 +618,28 @@ void ViewerGui::mouseEvent(float mouseX, float mouseY, bool mouseButton, float m io.MouseDown[0] = mouseButton != 0; io.MouseDown[1] = false; io.MouseDown[2] = false; - io.KeyCtrl = control; + io.AddKeyEvent(ImGuiMod_Ctrl, control); } } void ViewerGui::keyDownEvent(int keyCode) { - if (mImGuiHelper && keyCode < IM_ARRAYSIZE(ImGui::GetIO().KeysDown)) { - ImGui::GetIO().KeysDown[keyCode] = true; + if (!mImGuiHelper) { + return; } + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent( + convertKey(keyCode), + true); } void ViewerGui::keyUpEvent(int keyCode) { - if (mImGuiHelper && keyCode < IM_ARRAYSIZE(ImGui::GetIO().KeysDown)) { - ImGui::GetIO().KeysDown[keyCode] = false; + if (!mImGuiHelper) { + return; } + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent( + convertKey(keyCode), + false); } void ViewerGui::keyPressEvent(int charCode) { diff --git a/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml b/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml index 792d8f63ed..6ed62493a4 100644 --- a/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml +++ b/third_party/imgui/.github/ISSUE_TEMPLATE/issue_template.yml @@ -4,10 +4,12 @@ body: - type: markdown attributes: value: | - FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions) - For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents. + FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions) + For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. + + **If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch. - type: markdown attributes: value: | diff --git a/third_party/imgui/.github/pull_request_template.md b/third_party/imgui/.github/pull_request_template.md index 638545bd6d..d40b14ccf1 100644 --- a/third_party/imgui/.github/pull_request_template.md +++ b/third_party/imgui/.github/pull_request_template.md @@ -2,5 +2,9 @@ 1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md) -2. Clear this template before submitting your PR. +2. **Make sure you're using a special branch just for this pull request**. (In git, 1 PR = 1 branch. If you update the branch the PR will be updated.) + +3. Consider running the [imgui_test_suite](https://github.com/ocornut/imgui_test_engine) or adding new tests to test for expected behaviors. + +4. Clear this template before submitting your PR. diff --git a/third_party/imgui/.github/workflows/build.yml b/third_party/imgui/.github/workflows/build.yml index 48082d0563..3ee7297179 100644 --- a/third_party/imgui/.github/workflows/build.yml +++ b/third_party/imgui/.github/workflows/build.yml @@ -8,6 +8,7 @@ on: # "scheduled" workflow, while maintaining ability to perform local CI builds. workflows: - scheduled + - manual branches: - master - docking @@ -15,32 +16,46 @@ on: - requested jobs: - Windows: - runs-on: windows-2019 - env: - VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ - MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ - steps: - - uses: actions/checkout@v4 + Build-Windows: + runs-on: windows-2025 + name: Build - Windows + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + + env: + VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\ + MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\ + steps: + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui + + # The VulkanSDK libs for Windows is manually generated using build_windows_vulkan_libs.ps1 + attached to issue #8925. + # (we have a .yml workflow in commit history if it becomes ever useful to create this on CI too) - name: Install Dependencies shell: powershell run: | - Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip" - Expand-Archive -Path SDL2-devel-2.26.3-VC.zip - echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV} + Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.32.8-VC.zip" -OutFile "SDL2-devel-2.32.8-VC.zip" + Expand-Archive -Path SDL2-devel-2.32.8-VC.zip + echo "SDL2_DIR=$(pwd)\SDL2-devel-2.32.8-VC\SDL2-2.32.8\" >>${env:GITHUB_ENV} - Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip - Expand-Archive -Path vulkan-sdk-1.1.121.2.zip - echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV} + Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL3-devel-3.2.18-VC.zip" -OutFile "SDL3-devel-3.2.18-VC.zip" + Expand-Archive -Path SDL3-devel-3.2.18-VC.zip + echo "SDL3_DIR=$(pwd)\SDL3-devel-3.2.18-VC\SDL3-3.2.18\" >>${env:GITHUB_ENV} + + Invoke-WebRequest -Uri "https://github.com/user-attachments/files/22464296/vulkan_windows_libs_1.4.326.zip" -OutFile vulkan_windows_libs_1.4.326.zip + Expand-Archive -Path vulkan_windows_libs_1.4.326.zip + echo "VULKAN_SDK=$(pwd)\vulkan_windows_libs_1.4.326\" >>${env:GITHUB_ENV} - name: Fix Projects shell: powershell run: | # CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version. gci -recurse -filter "*.vcxproj" | ForEach-Object { - (Get-Content $_.FullName) -Replace "v\d{3}","v142" | Set-Content -Path $_.FullName - (Get-Content $_.FullName) -Replace "[\d\.]+","10.0.18362.0" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "v\d{3}","v143" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "[\d\.]+",'$(LatestTargetPlatformVersion)' | Set-Content -Path $_.FullName } # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long. @@ -50,15 +65,11 @@ jobs: - name: Build example_null (mingw 64-bit, as DLL) shell: bash run: | - echo '#ifdef _EXPORT' > example_single_file.cpp - echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp - echo '#else' >> example_single_file.cpp - echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp - echo '#endif' >> example_single_file.cpp + echo '#define IMGUI_API __declspec(dllexport)' > example_single_file.cpp echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp - g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32 - g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui + g++ -I. -Wall -Wformat -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32 + g++ -I. -Wall -Wformat -DIMGUI_API='__declspec(dllimport)' -DIMGUI_IMPL_API= -o example_null.exe examples/example_null/main.cpp -L. -limgui rm -f example_null.exe libimgui.* example_single_file.* - name: Build example_null (extra warnings, msvc 64-bit) @@ -98,20 +109,19 @@ jobs: run: | call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat" - echo #ifdef _EXPORT > example_single_file.cpp - echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp - echo #else >> example_single_file.cpp - echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp - echo #endif >> example_single_file.cpp + echo #define IMGUI_API __declspec(dllexport) > example_single_file.cpp echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp - cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link - cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp + cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link + cl.exe /DIMGUI_API=__declspec(dllimport) -DIMGUI_IMPL_API= /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp + # Win64 examples are more frequently compilted than the Win32 examples. + # More of the Win32 examples requires 'workflow_run' to reduce waste. - name: Build Win32 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' - name: Build Win32 example_glfw_opengl3 shell: cmd @@ -123,6 +133,11 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' + - name: Build Win32 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + - name: Build Win32 example_sdl2_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -142,74 +157,126 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' + - name: Build Win32 example_sdl3_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + + - name: Build Win32 example_sdl3_sdlgpu3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl3_sdlrenderer3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win32 example_sdl3_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + - name: Build Win32 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' - name: Build Win32 example_win32_directx10 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' - name: Build Win32 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_glfw_opengl2 + # Windows 64-bits + - name: Build Win64 example_glfw_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_glfw_opengl3 + - name: Build Win64 example_glfw_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' - - name: Build x64 example_glfw_vulkan + - name: Build Win64 example_glfw_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' - - name: Build x64 example_sdl2_vulkan + - name: Build Win64 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win64 example_sdl2_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl2_opengl2 + - name: Build Win64 example_sdl2_opengl2 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl2_opengl3 + - name: Build Win64 example_sdl2_opengl3 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl2_directx11 + - name: Build Win64 example_sdl2_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' - - name: Build x64 example_win32_directx9 + - name: Build Win64 example_sdl3_opengl3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win64 example_sdl3_sdlgpu3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build Win64 example_sdl3_sdlrenderer3 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=x64 /p:Configuration=Release' + + - name: Build Win64 example_sdl3_vulkan + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + + - name: Build Win64 example_win32_directx9 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_win32_directx10 + - name: Build Win64 example_win32_directx10 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_win32_directx11 + - name: Build Win64 example_win32_directx11 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' - if: github.event_name == 'workflow_run' - - name: Build x64 example_win32_directx12 + - name: Build Win64 example_win32_directx12 shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' - Linux: - runs-on: ubuntu-22.04 + Build-Linux: + runs-on: ubuntu-latest + name: Build - Linux + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui - name: Install Dependencies run: | @@ -313,6 +380,18 @@ jobs: EOF g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (with C++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_OBSOLETE_KEYIO + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS) run: | cat > example_single_file.cpp <<'EOF' @@ -370,6 +449,18 @@ jobs: EOF g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (C++26, Clang) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #define IMGUI_DISABLE_DEMO_WINDOWS + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp + - name: Build example_null (without c++ runtime, Clang) run: | cat > example_single_file.cpp <<'EOF' @@ -399,14 +490,22 @@ jobs: - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp - MacOS: + Build-MacOS: runs-on: macos-latest + name: Build - MacOS + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui - name: Install Dependencies run: | - brew install glfw3 sdl2 + brew install glfw3 sdl2 sdl3 - name: Build example_null (extra warnings, clang 64-bit) run: make -C examples/example_null WITH_EXTRA_WARNINGS=1 @@ -422,6 +521,17 @@ jobs: EOF clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (single file build, c++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (without c++ runtime) run: | cat > example_single_file.cpp <<'EOF' @@ -453,26 +563,33 @@ jobs: - name: Build example_sdl2_opengl3 run: make -C examples/example_sdl2_opengl3 + - name: Build example_sdl3_opengl3 + run: make -C examples/example_sdl3_opengl3 + - name: Build example_apple_metal run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos - name: Build example_apple_opengl2 run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 - iOS: - runs-on: macos-latest + Build-iOS: + runs-on: macos-14 + name: Build - iOS + steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v5 - name: Build example_apple_metal run: | # Code signing is required, but we disable it because it is irrelevant for CI builds. xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO - Emscripten: - runs-on: ubuntu-22.04 + Build-Emscripten: + runs-on: ubuntu-latest + name: Build - Emscripten + steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v5 - name: Install Dependencies run: | @@ -481,6 +598,7 @@ jobs: emsdk-master/emsdk update emsdk-master/emsdk install latest emsdk-master/emsdk activate latest + sudo apt-get install build-essential - name: Build example_sdl2_opengl3 with Emscripten run: | @@ -489,19 +607,168 @@ jobs: popd make -C examples/example_sdl2_opengl3 -f Makefile.emscripten - - name: Build example_glfw_wgpu + # This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3) + # This ensures 2 things: the make build works, and the GLFW built-in implementation is tested + - name: Build example_glfw_wgpu with Emscripten/Makefile run: | pushd emsdk-master source ./emsdk_env.sh popd make -C examples/example_glfw_wgpu -f Makefile.emscripten - Android: - runs-on: ubuntu-22.04 + # This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3) + # This ensures 2 things: the CMake build works, and the GLFW contrib port is tested + - name: Build example_glfw_wgpu with Emscripten/CMake + run: | + pushd emsdk-master + source ./emsdk_env.sh + popd + emcc -v + emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu + cmake --build build + + Build-Android: + runs-on: ubuntu-latest + name: Build - Android + steps: - - uses: actions/checkout@v4 + - uses: actions/checkout@v5 - name: Build example_android_opengl3 run: | cd examples/example_android_opengl3/android gradle assembleDebug --stacktrace + + Test-Windows: + runs-on: windows-2025 + name: Test - Windows + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + + env: + MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\ + + steps: + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui + + - uses: actions/checkout@v5 + continue-on-error: true + with: + fetch-depth: 1 + repository: ocornut/imgui_test_engine + path: ${{ github.workspace }}/imgui_test_engine + submodules: true + + - name: Fix Tests Projects + shell: powershell + working-directory: ${{ github.workspace }}/imgui_test_engine + run: | + # WARNING: This will need updating if toolset/sdk change in project files! + gci -recurse -filter "*.vcxproj" | ForEach-Object { + # Fix SDK and toolset for most samples. + (Get-Content $_.FullName) -Replace "v110","v142" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "8.1","10.0.20348.0" | Set-Content -Path $_.FullName + # Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12. + (Get-Content $_.FullName) -Replace "v140","v142" | Set-Content -Path $_.FullName + (Get-Content $_.FullName) -Replace "10.0.14393.0","10.0.20348.0" | Set-Content -Path $_.FullName + } + + - name: Build Tests + shell: cmd + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: '"%MSBUILD_PATH%\MSBuild.exe" imgui_test_suite.vcxproj /p:Platform=x64 /p:Configuration=Release /p:ClFlags=/WX -maxcpucount:%NUMBER_OF_PROCESSORS%' + + - name: Run Tests + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 tests + + - name: Check for Docking + id: check_docking + shell: bash + working-directory: ${{ github.workspace }}/imgui + run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT + + - name: Run Viewport Tests + if: steps.check_docking.outputs.has_dock == 'true' + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 -viewport-mock viewport + + Test-Linux: + runs-on: ubuntu-latest + name: Test - Linux + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + + steps: + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui + + - uses: actions/checkout@v5 + with: + fetch-depth: 1 + repository: ocornut/imgui_test_engine + path: ${{ github.workspace }}/imgui_test_engine + submodules: true + + - name: Build Tests + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: make -j$(nproc) + + - name: Run Tests + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests + + - name: Check for Docking + id: check_docking + working-directory: ${{ github.workspace }}/imgui + run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT + + - name: Run Viewport Tests + if: steps.check_docking.outputs.has_dock == 'true' + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport + + Test-MacOS: + runs-on: macos-latest + name: Test - MacOS + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + + steps: + - uses: actions/checkout@v5 + with: + path: ${{ github.workspace }}/imgui + + - uses: actions/checkout@v5 + with: + fetch-depth: 1 + repository: ocornut/imgui_test_engine + path: ${{ github.workspace }}/imgui_test_engine + submodules: true + + - name: Build Tests + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: make -j$(nproc) + + - name: Run Tests + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests + + - name: Check for Docking + id: check_docking + working-directory: ${{ github.workspace }}/imgui + run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT + + - name: Run Viewport Tests + if: steps.check_docking.outputs.has_dock == 'true' + working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite + run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport diff --git a/third_party/imgui/.github/workflows/build_windows_vulkan_libs.ps1 b/third_party/imgui/.github/workflows/build_windows_vulkan_libs.ps1 new file mode 100644 index 0000000000..6658f5b5b0 --- /dev/null +++ b/third_party/imgui/.github/workflows/build_windows_vulkan_libs.ps1 @@ -0,0 +1,38 @@ +# This is current meant to be run manually, occasionally: +# - Run then zip the contents of vulkanArtifact/ into e.g. vulkan_windows_libs_1.4.326 +# - Upload as an attachment to https://github.com/ocornut/imgui/pull/8925 then change filename in build.yml +# - There is a build_windows_vulkan_libs.yml in commit history that we removed thinking this is run so rarely we don't need to pollute CI UI with it. + +# Set default vulkan version if none provided +if (-not $env:VULKAN_TAG) { $env:VULKAN_TAG = "1.4.326" } + +# Create output folder +mkdir vulkanArtifact + +# Download Vulkan Headers + +Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Headers/archive/refs/tags/v$($env:VULKAN_TAG).zip" -OutFile Vulkan-Headers-$($env:VULKAN_TAG).zip +Expand-Archive -Path Vulkan-Headers-$($env:VULKAN_TAG).zip + +# Copy Vulkan Headers to artifact folder + +cp -R Vulkan-Headers-$($env:VULKAN_TAG)\Vulkan-Headers-$($env:VULKAN_TAG)\include vulkanArtifact\Include + +# Download Vulkan Loader + +Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Loader/archive/refs/tags/v$($env:VULKAN_TAG).zip" -OutFile Vulkan-Loader-$($env:VULKAN_TAG).zip +Expand-Archive -Path Vulkan-Loader-$($env:VULKAN_TAG).zip + +# Build Vulkan Loader x64 + +cmake -S Vulkan-Loader-$($env:VULKAN_TAG)\Vulkan-Loader-$($env:VULKAN_TAG) -B VulkanLoader-build64 -D UPDATE_DEPS=On -A x64 +cmake --build VulkanLoader-build64 +mkdir vulkanArtifact\Lib +copy VulkanLoader-build64\loader\Debug\vulkan-1.lib vulkanArtifact\Lib + +# Build Vulkan Loader win32 + +cmake -S Vulkan-Loader-$($env:VULKAN_TAG)\Vulkan-Loader-$($env:VULKAN_TAG) -B VulkanLoader-build32 -D UPDATE_DEPS=On -A Win32 +cmake --build VulkanLoader-build32 +mkdir vulkanArtifact\Lib32 +copy VulkanLoader-build32\loader\Debug\vulkan-1.lib vulkanArtifact\Lib32 diff --git a/third_party/imgui/.github/workflows/manual.yml b/third_party/imgui/.github/workflows/manual.yml new file mode 100644 index 0000000000..3c472f1bf7 --- /dev/null +++ b/third_party/imgui/.github/workflows/manual.yml @@ -0,0 +1,12 @@ +# +# This is a dummy workflow used to trigger full builds manually. +# +name: manual + +on: workflow_dispatch + +jobs: + manual: + runs-on: ubuntu-latest + steps: + - run: exit 0 diff --git a/third_party/imgui/.github/workflows/static-analysis.yml b/third_party/imgui/.github/workflows/static-analysis.yml index 69df5cdf80..53db047646 100644 --- a/third_party/imgui/.github/workflows/static-analysis.yml +++ b/third_party/imgui/.github/workflows/static-analysis.yml @@ -10,7 +10,7 @@ on: jobs: PVS-Studio: - runs-on: ubuntu-22.04 + runs-on: ubuntu-latest steps: - uses: actions/checkout@v4 with: diff --git a/third_party/imgui/.gitignore b/third_party/imgui/.gitignore index f632636e0f..1aedcf7796 100644 --- a/third_party/imgui/.gitignore +++ b/third_party/imgui/.gitignore @@ -12,6 +12,7 @@ imgui*.ini examples/*/Debug/* examples/*/Release/* examples/*/x64/* +examples/*.tmp ## Visual Studio artifacts .vs @@ -29,12 +30,14 @@ ipch ## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update JSON/ -## Commonly used CMake directories +## Commonly used CMake directories & CMake CPM cache build*/ +.cache -## Xcode artifacts +## Xcode & macOS artifacts project.xcworkspace xcuserdata +examples/*/*.dSYM ## Emscripten artifacts examples/*.o.tmp @@ -44,18 +47,33 @@ examples/example_glfw_opengl3/web/* examples/example_glfw_wgpu/web/* examples/example_glfw_wgpu/external/* examples/example_sdl2_opengl3/web/* +examples/example_sdl2_wgpu/web/* +examples/example_sdl3_opengl3/web/* +examples/example_sdl3_wgpu/web/* ## JetBrains IDE artifacts .idea cmake-build-* +## VS code artifacts +.vscode + ## Unix executables from our example Makefiles +examples/example_apple_metal/example_apple_metal +examples/example_apple_opengl2/example_apple_opengl2 examples/example_glfw_metal/example_glfw_metal examples/example_glfw_opengl2/example_glfw_opengl2 examples/example_glfw_opengl3/example_glfw_opengl3 +examples/example_glfw_vulkan/example_glfw_vulkan examples/example_glut_opengl2/example_glut_opengl2 examples/example_null/example_null examples/example_sdl2_metal/example_sdl2_metal examples/example_sdl2_opengl2/example_sdl2_opengl2 examples/example_sdl2_opengl3/example_sdl2_opengl3 -examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer +examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2 +examples/example_sdl2_vulkan/example_sdl2_vulkan +examples/example_sdl3_metal/example_sdl3_metal +examples/example_sdl3_opengl3/example_sdl3_opengl3 +examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3 +examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3 +examples/example_sdl3_vulkan/example_sdl3_vulkan diff --git a/third_party/imgui/LICENSE.txt b/third_party/imgui/LICENSE.txt index 3282f5b5b1..00ae473abe 100644 --- a/third_party/imgui/LICENSE.txt +++ b/third_party/imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2024 Omar Cornut +Copyright (c) 2014-2025 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/third_party/imgui/backends/imgui_impl_allegro5.cpp b/third_party/imgui/backends/imgui_impl_allegro5.cpp index db366fa742..bb6660d883 100644 --- a/third_party/imgui/backends/imgui_impl_allegro5.cpp +++ b/third_party/imgui/backends/imgui_impl_allegro5.cpp @@ -2,12 +2,13 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Clipboard support (from Allegro 5.1.12) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: -// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -20,6 +21,16 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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. +// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn // 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). @@ -92,6 +103,7 @@ struct ImGui_ImplAllegro5_Data ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; ALLEGRO_VERTEX_DECL* VertexDecl; char* ClipboardTextData; + ImGuiMouseCursor LastCursor; ImVector BufVertices; ImVector BufIndices; @@ -131,6 +143,13 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplAllegro5_UpdateTexture(tex); + // Backup Allegro state that will be modified ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); @@ -144,16 +163,14 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) ImGui_ImplAllegro5_SetupRenderState(draw_data); // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - ImVector& vertices = bd->BufVertices; #if ALLEGRO_HAS_DRAW_INDEXED_PRIM - vertices.resize(cmd_list->VtxBuffer.Size); - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + vertices.resize(draw_list->VtxBuffer.Size); + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) { - const ImDrawVert* src_v = &cmd_list->VtxBuffer[i]; + const ImDrawVert* src_v = &draw_list->VtxBuffer[i]; ImDrawVertAllegro* dst_v = &vertices[i]; DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); } @@ -163,21 +180,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) // FIXME-OPT: Allegro doesn't support 16-bit indices. // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. - bd->BufIndices.resize(cmd_list->IdxBuffer.Size); - for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) - bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i]; + bd->BufIndices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; ++i) + bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i]; indices = bd->BufIndices.Data; } else if (sizeof(ImDrawIdx) == 4) { - indices = (const int*)cmd_list->IdxBuffer.Data; + indices = (const int*)draw_list->IdxBuffer.Data; } #else // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. - vertices.resize(cmd_list->IdxBuffer.Size); - for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) + vertices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; i++) { - const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; + const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]]; ImDrawVertAllegro* dst_v = &vertices[i]; DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); } @@ -185,9 +202,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) // Render command lists ImVec2 clip_off = draw_data->DisplayPos; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() @@ -195,7 +212,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplAllegro5_SetupRenderState(draw_data); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -226,43 +243,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplAllegro5_CreateDeviceObjects() { - // Build texture atlas ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Create texture - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - int flags = al_get_new_bitmap_flags(); - int fmt = al_get_new_bitmap_format(); - al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); - al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); - ALLEGRO_BITMAP* img = al_create_bitmap(width, height); - al_set_new_bitmap_flags(flags); - al_set_new_bitmap_format(fmt); - if (!img) - return false; - - ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); - if (!locked_img) - { - al_destroy_bitmap(img); - return false; - } - memcpy(locked_img->data, pixels, sizeof(int) * width * height); - al_unlock_bitmap(img); - - // Convert software texture to hardware texture. - ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); - al_destroy_bitmap(img); - if (!cloned_img) - return false; - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); - bd->Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. @@ -273,16 +254,82 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() return true; } +void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + const int new_bitmap_flags = al_get_new_bitmap_flags(); + int new_bitmap_format = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height); + IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!"); + + // Upload pixels + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!"); + memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes()); + al_unlock_bitmap(cpu_bitmap); + + // Convert software texture to hardware texture. + al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ANY_32_WITH_ALPHA); + ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap); + al_destroy_bitmap(cpu_bitmap); + IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!"); + + al_set_new_bitmap_flags(new_bitmap_flags); + al_set_new_bitmap_format(new_bitmap_format); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImTextureRect r = tex->UpdateRect; // Bounding box encompassing all individual updates + ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r.x, r.y, r.w, r.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region && "Backend failed to update texture!"); + for (int y = 0; y < r.h; y++) + memcpy((unsigned char*)locked_region->data + locked_region->pitch * y, tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // dst, src, block pitch + al_unlock_bitmap(gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + if (backend_tex) + al_destroy_bitmap(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + void ImGui_ImplAllegro5_InvalidateDeviceObjects() { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - if (bd->Texture) - { - io.Fonts->SetTexID(0); - al_destroy_bitmap(bd->Texture); - bd->Texture = nullptr; - } + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplAllegro5_UpdateTexture(tex); + } + + // Destroy mouse cursor if (bd->MouseCursorInvisible) { al_destroy_mouse_cursor(bd->MouseCursorInvisible); @@ -291,7 +338,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects() } #if ALLEGRO_HAS_CLIPBOARD -static const char* ImGui_ImplAllegro5_GetClipboardText(void*) +static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->ClipboardTextData) @@ -300,14 +347,16 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) +static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); al_set_clipboard_text(bd->Display, text); } #endif -static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) { switch (key_code) { @@ -431,25 +480,16 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - bd->Display = display; + bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE; - // Create custom vertex declaration. - // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. - // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. - ALLEGRO_VERTEX_ELEMENT elems[] = - { - { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, - { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, - { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, - { 0, 0, 0 } - }; - bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + ImGui_ImplAllegro5_SetDisplay(display); #if ALLEGRO_HAS_CLIPBOARD - io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; - io.ClipboardUserData = nullptr; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; #endif return true; @@ -460,6 +500,7 @@ void ImGui_ImplAllegro5_Shutdown() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplAllegro5_InvalidateDeviceObjects(); if (bd->VertexDecl) @@ -469,10 +510,39 @@ void ImGui_ImplAllegro5_Shutdown() io.BackendPlatformName = io.BackendRendererName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + platform_io.ClearPlatformHandlers(); IM_DELETE(bd); } +void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + bd->Display = display; + + if (bd->VertexDecl) + { + al_destroy_vertex_decl(bd->VertexDecl); + bd->VertexDecl = NULL; + } + + if (bd->Display && !bd->VertexDecl) + { + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + } +} + // ev->keyboard.modifiers seems always zero so using that... static void ImGui_ImplAllegro5_UpdateKeyModifiers() { @@ -563,9 +633,16 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + + // Hide OS mouse cursor if imgui is drawing it + if (io.MouseDrawCursor) + imgui_cursor = ImGuiMouseCursor_None; + + if (bd->LastCursor == imgui_cursor) + return; + bd->LastCursor = imgui_cursor; + if (imgui_cursor == ImGuiMouseCursor_None) { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); } else @@ -579,6 +656,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break; + case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break; case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } al_set_system_mouse_cursor(bd->Display, cursor_id); @@ -590,12 +669,11 @@ void ImGui_ImplAllegro5_NewFrame() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); - if (!bd->Texture) + if (!bd->MouseCursorInvisible) ImGui_ImplAllegro5_CreateDeviceObjects(); - ImGuiIO& io = ImGui::GetIO(); - // Setup display size (every frame to accommodate for window resizing) + ImGuiIO& io = ImGui::GetIO(); int w, h; w = al_get_display_width(bd->Display); h = al_get_display_height(bd->Display); @@ -606,6 +684,11 @@ void ImGui_ImplAllegro5_NewFrame() io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; + // Allegro 5 doesn't receive PrintScreen under Windows +#ifdef _WIN32 + io.AddKeyEvent(ImGuiKey_PrintScreen, (::GetAsyncKeyState(VK_SNAPSHOT) & 0x8000) != 0); +#endif + // Setup mouse cursor shape ImGui_ImplAllegro5_UpdateMouseCursor(); } diff --git a/third_party/imgui/backends/imgui_impl_allegro5.h b/third_party/imgui/backends/imgui_impl_allegro5.h index 5b63654ef9..6224304321 100644 --- a/third_party/imgui/backends/imgui_impl_allegro5.h +++ b/third_party/imgui/backends/imgui_impl_allegro5.h @@ -2,11 +2,12 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Clipboard support (from Allegro 5.1.12) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. @@ -25,14 +26,19 @@ struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); +IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_android.cpp b/third_party/imgui/backends/imgui_impl_android.cpp index b0c4639311..a76de1c260 100644 --- a/third_party/imgui/backends/imgui_impl_android.cpp +++ b/third_party/imgui/backends/imgui_impl_android.cpp @@ -2,12 +2,12 @@ // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // Implemented features: -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// Missing features: +// Missing features or Issues: // [ ] Platform: Clipboard support. -// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Gamepad support. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) diff --git a/third_party/imgui/backends/imgui_impl_android.h b/third_party/imgui/backends/imgui_impl_android.h index 557bf0e092..f6e41039a2 100644 --- a/third_party/imgui/backends/imgui_impl_android.h +++ b/third_party/imgui/backends/imgui_impl_android.h @@ -2,12 +2,12 @@ // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // Implemented features: -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// Missing features: +// Missing features or Issues: // [ ] Platform: Clipboard support. -// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Gamepad support. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) @@ -28,6 +28,7 @@ struct ANativeWindow; struct AInputEvent; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); diff --git a/third_party/imgui/backends/imgui_impl_dx10.cpp b/third_party/imgui/backends/imgui_impl_dx10.cpp index 9691b49fdf..5650a3c856 100644 --- a/third_party/imgui/backends/imgui_impl_dx10.cpp +++ b/third_party/imgui/backends/imgui_impl_dx10.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,6 +16,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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). +// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) @@ -45,7 +51,19 @@ #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif -// DirectX data +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// DirectX10 data +struct ImGui_ImplDX10_Texture +{ + ID3D10Texture2D* pTexture; + ID3D10ShaderResourceView* pTextureView; +}; + struct ImGui_ImplDX10_Data { ID3D10Device* pd3dDevice; @@ -56,8 +74,7 @@ struct ImGui_ImplDX10_Data ID3D10InputLayout* pInputLayout; ID3D10Buffer* pVertexConstantBuffer; ID3D10PixelShader* pPixelShader; - ID3D10SamplerState* pFontSampler; - ID3D10ShaderResourceView* pFontTextureView; + ID3D10SamplerState* pTexSamplerLinear; ID3D10RasterizerState* pRasterizerState; ID3D10BlendState* pBlendState; ID3D10DepthStencilState* pDepthStencilState; @@ -80,102 +97,24 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() } // Functions -static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); // Setup viewport - D3D10_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D10_VIEWPORT)); - vp.Width = (UINT)draw_data->DisplaySize.x; - vp.Height = (UINT)draw_data->DisplaySize.y; + D3D10_VIEWPORT vp = {}; + vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(bd->pInputLayout); - ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); - ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(bd->pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); - ctx->PSSetShader(bd->pPixelShader); - ctx->PSSetSamplers(0, 1, &bd->pFontSampler); - ctx->GSSetShader(nullptr); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); - ctx->RSSetState(bd->pRasterizerState); -} - -// Render function -void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - ID3D10Device* ctx = bd->pd3dDevice; - - // Create and grow vertex/index buffers if needed - if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) - { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D10_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); - desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 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; - D3D10_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); - desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); - desc.BindFlags = D3D10_BIND_INDEX_BUFFER; - desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) - return; - } - - // Copy and convert all vertices into a single contiguous buffer - ImDrawVert* vtx_dst = nullptr; - ImDrawIdx* idx_dst = nullptr; - bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); - bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; - } - bd->pVB->Unmap(); - bd->pIB->Unmap(); + device->RSSetViewports(1, &vp); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) { - void* mapped_resource; - if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -192,6 +131,86 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) bd->pVertexConstantBuffer->Unmap(); } + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device->IASetInputLayout(bd->pInputLayout); + device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device->VSSetShader(bd->pVertexShader); + device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device->PSSetShader(bd->pPixelShader); + device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); + device->GSSetShader(nullptr); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* device = bd->pd3dDevice; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX10_UpdateTexture(tex); + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 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; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + 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) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unmap(); + bd->pIB->Unmap(); + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX10_STATE { @@ -217,100 +236,126 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) }; BACKUP_DX10_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); - ctx->RSGetState(&old.RS); - ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); - ctx->PSGetSamplers(0, 1, &old.PSSampler); - ctx->PSGetShader(&old.PS); - ctx->VSGetShader(&old.VS); - ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - ctx->GSGetShader(&old.GS); - ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); - ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - ctx->IAGetInputLayout(&old.InputLayout); + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + device->PSGetShader(&old.PS); + device->VSGetShader(&old.VS); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); // Setup desired DX state - ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + ImGui_ImplDX10_SetupRenderState(draw_data, device); + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX10_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.SamplerDefault = bd->pTexSamplerLinear; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + ImGui_ImplDX10_SetupRenderState(draw_data, device); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; - ctx->RSSetScissorRects(1, &r); + device->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); - ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + platform_io.Renderer_RenderState = nullptr; // Restore modified DX state - ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - ctx->RSSetViewports(old.ViewportsCount, old.Viewports); - ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); - ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); - ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); - ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); - ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - ctx->IASetPrimitiveTopology(old.PrimitiveTopology); - ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static void ImGui_ImplDX10_CreateFontsTexture() +static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system + if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData) { + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)(); + + // Create texture D3D10_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -319,13 +364,12 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D10Texture2D* pTexture = nullptr; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != nullptr); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -334,28 +378,29 @@ static void ImGui_ImplDX10_CreateFontsTexture() srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); - pTexture->Release(); + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); - - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + else if (tex->Status == ImTextureStatus_WantUpdates) { - D3D10_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 }; + bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX10_DestroyTexture(tex); } bool ImGui_ImplDX10_CreateDeviceObjects() @@ -363,8 +408,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); if (!bd->pd3dDevice) return false; - if (bd->pFontSampler) - ImGui_ImplDX10_InvalidateDeviceObjects(); + ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX10 sample code but remove this dependency you can: @@ -427,7 +471,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the constant buffer { - D3D10_BUFFER_DESC desc; + D3D10_BUFFER_DESC desc = {}; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; @@ -507,7 +551,21 @@ bool ImGui_ImplDX10_CreateDeviceObjects() bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } - ImGui_ImplDX10_CreateFontsTexture(); + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + } return true; } @@ -518,8 +576,11 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX10_DestroyTexture(tex); + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -542,6 +603,10 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; @@ -566,13 +631,16 @@ void ImGui_ImplDX10_Shutdown() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplDX10_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -581,8 +649,9 @@ void ImGui_ImplDX10_NewFrame() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); - if (!bd->pFontSampler) - ImGui_ImplDX10_CreateDeviceObjects(); + if (!bd->pVertexShader) + if (!ImGui_ImplDX10_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!"); } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_dx10.h b/third_party/imgui/backends/imgui_impl_dx10.h index e7e798aa49..38ecbdfe36 100644 --- a/third_party/imgui/backends/imgui_impl_dx10.h +++ b/third_party/imgui/backends/imgui_impl_dx10.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -18,14 +19,30 @@ #ifndef IMGUI_DISABLE struct ID3D10Device; +struct ID3D10SamplerState; +struct ID3D10Buffer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX10_RenderState +{ + ID3D10Device* Device; + ID3D10SamplerState* SamplerDefault; + ID3D10Buffer* VertexConstantBuffer; +}; #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_dx11.cpp b/third_party/imgui/backends/imgui_impl_dx11.cpp index 167bda6738..878930404f 100644 --- a/third_party/imgui/backends/imgui_impl_dx11.cpp +++ b/third_party/imgui/backends/imgui_impl_dx11.cpp @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,12 +17,18 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. +// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). -// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -45,7 +53,19 @@ #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + // DirectX11 data +struct ImGui_ImplDX11_Texture +{ + ID3D11Texture2D* pTexture; + ID3D11ShaderResourceView* pTextureView; +}; + struct ImGui_ImplDX11_Data { ID3D11Device* pd3dDevice; @@ -57,8 +77,7 @@ struct ImGui_ImplDX11_Data ID3D11InputLayout* pInputLayout; ID3D11Buffer* pVertexConstantBuffer; ID3D11PixelShader* pPixelShader; - ID3D11SamplerState* pFontSampler; - ID3D11ShaderResourceView* pFontTextureView; + ID3D11SamplerState* pTexSamplerLinear; ID3D11RasterizerState* pRasterizerState; ID3D11BlendState* pBlendState; ID3D11DepthStencilState* pDepthStencilState; @@ -81,107 +100,24 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() } // Functions -static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; + D3D11_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Setup shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(bd->pInputLayout); - ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); - ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(bd->pVertexShader, nullptr, 0); - ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); - ctx->PSSetShader(bd->pPixelShader, nullptr, 0); - ctx->PSSetSamplers(0, 1, &bd->pFontSampler); - ctx->GSSetShader(nullptr, nullptr, 0); - ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - - // Setup blend state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); - ctx->RSSetState(bd->pRasterizerState); -} - -// Render function -void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; - - // Create and grow vertex/index buffers if needed - if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) - { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 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; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - 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) - return; - } - - // Upload vertex/index data into a single contiguous GPU buffer - D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) - return; - if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; - } - ctx->Unmap(bd->pVB, 0); - ctx->Unmap(bd->pIB, 0); + device_ctx->RSSetViewports(1, &vp); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) { - D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -195,9 +131,94 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(bd->pVertexConstantBuffer, 0); + device_ctx->Unmap(bd->pVertexConstantBuffer, 0); } + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device_ctx->IASetInputLayout(bd->pInputLayout); + device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); + device_ctx->GSSetShader(nullptr, nullptr, 0); + device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device_ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* device = bd->pd3dDeviceContext; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX11_UpdateTexture(tex); + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 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; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + 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) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + device->Unmap(bd->pVB, 0); + device->Unmap(bd->pIB, 0); + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX11_STATE { @@ -225,104 +246,132 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) }; BACKUP_DX11_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); - ctx->RSGetState(&old.RS); - ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); - ctx->PSGetSamplers(0, 1, &old.PSSampler); + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; - ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); - ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); - ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); - ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); - ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - ctx->IAGetInputLayout(&old.InputLayout); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); // Setup desired DX state - ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + ImGui_ImplDX11_SetupRenderState(draw_data, device); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.DeviceContext = bd->pd3dDeviceContext; + render_state.SamplerDefault = bd->pTexSamplerLinear; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_idx_offset = 0; int global_vtx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + ImGui_ImplDX11_SetupRenderState(draw_data, device); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; - ctx->RSSetScissorRects(1, &r); + device->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); - ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + platform_io.Renderer_RenderState = nullptr; // Restore modified DX state - ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - ctx->RSSetViewports(old.ViewportsCount, old.Viewports); - ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); - ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); - ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); - ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); - ctx->IASetPrimitiveTopology(old.PrimitiveTopology); - ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static void ImGui_ImplDX11_CreateFontsTexture() +static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system + if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData) { + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)(); + + // Create texture D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -330,14 +379,12 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - - ID3D11Texture2D* pTexture = nullptr; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != nullptr); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -346,28 +393,29 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); - pTexture->Release(); + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); - - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + else if (tex->Status == ImTextureStatus_WantUpdates) { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 }; + bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX11_DestroyTexture(tex); } bool ImGui_ImplDX11_CreateDeviceObjects() @@ -375,8 +423,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); if (!bd->pd3dDevice) return false; - if (bd->pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); + ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX11 sample code but remove this dependency you can: @@ -439,7 +486,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the constant buffer { - D3D11_BUFFER_DESC desc; + D3D11_BUFFER_DESC desc = {}; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; @@ -519,7 +566,21 @@ bool ImGui_ImplDX11_CreateDeviceObjects() bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } - ImGui_ImplDX11_CreateFontsTexture(); + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + } return true; } @@ -530,8 +591,12 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX11_DestroyTexture(tex); + + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -554,6 +619,10 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; @@ -581,14 +650,17 @@ void ImGui_ImplDX11_Shutdown() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -597,8 +669,9 @@ void ImGui_ImplDX11_NewFrame() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); - if (!bd->pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); + if (!bd->pVertexShader) + if (!ImGui_ImplDX11_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!"); } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_dx11.h b/third_party/imgui/backends/imgui_impl_dx11.h index 20887f3707..c120bf093b 100644 --- a/third_party/imgui/backends/imgui_impl_dx11.h +++ b/third_party/imgui/backends/imgui_impl_dx11.h @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -19,14 +21,31 @@ struct ID3D11Device; struct ID3D11DeviceContext; +struct ID3D11SamplerState; +struct ID3D11Buffer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11SamplerState* SamplerDefault; + ID3D11Buffer* VertexConstantBuffer; +}; #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_dx12.cpp b/third_party/imgui/backends/imgui_impl_dx12.cpp index 32f1622cd4..d4da6ab026 100644 --- a/third_party/imgui/backends/imgui_impl_dx12.cpp +++ b/third_party/imgui/backends/imgui_impl_dx12.cpp @@ -2,16 +2,13 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// To build this on 32-bit systems: -// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) -// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. -// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) -// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -23,6 +20,23 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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) +// 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time. (#8963) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-19: Fixed build on MinGW. (#8702, #4594) +// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) +// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. +// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. +// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). +// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. +// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. +// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) @@ -47,30 +61,62 @@ // DirectX #include -#include +#include #include #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif -// DirectX data +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// MinGW workaround, see #4594 +typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE; + +// DirectX12 data struct ImGui_ImplDX12_RenderBuffers; + +struct ImGui_ImplDX12_Texture +{ + ID3D12Resource* pTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + + ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); } +}; + struct ImGui_ImplDX12_Data { + ImGui_ImplDX12_InitInfo InitInfo; + IDXGIFactory5* pdxgiFactory; ID3D12Device* pd3dDevice; ID3D12RootSignature* pRootSignature; ID3D12PipelineState* pPipelineState; + ID3D12CommandQueue* pCommandQueue; + bool commandQueueOwned; DXGI_FORMAT RTVFormat; - ID3D12Resource* pFontTextureResource; - D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; - D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + DXGI_FORMAT DSVFormat; ID3D12DescriptorHeap* pd3dSrvDescHeap; + ID3D12Fence* Fence; + UINT64 FenceLastSignaledValue; + HANDLE FenceEvent; UINT numFramesInFlight; + bool tearingSupport; + bool LegacySingleDescriptorUsed; + + ID3D12CommandAllocator* pTexCmdAllocator; + ID3D12GraphicsCommandList* pTexCmdList; + ID3D12Resource* pTexUploadBuffer; + UINT pTexUploadBufferSize; + void* pTexUploadBufferMapped; ImGui_ImplDX12_RenderBuffers* pFrameResources; UINT frameIndex; - ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts @@ -95,7 +141,7 @@ struct VERTEX_CONSTANT_BUFFER_DX12 }; // Functions -static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); @@ -118,38 +164,35 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic } // Setup viewport - D3D12_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D12_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; + D3D12_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0.0f; - ctx->RSSetViewports(1, &vp); + command_list->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - D3D12_VERTEX_BUFFER_VIEW vbv; - memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + D3D12_VERTEX_BUFFER_VIEW vbv = {}; vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; - ctx->IASetVertexBuffers(0, 1, &vbv); - D3D12_INDEX_BUFFER_VIEW ibv; - memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + command_list->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv = {}; ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; - ctx->IASetIndexBuffer(&ibv); - ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(bd->pPipelineState); - ctx->SetGraphicsRootSignature(bd->pRootSignature); - ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + command_list->IASetIndexBuffer(&ibv); + command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + command_list->SetPipelineState(bd->pPipelineState); + command_list->SetGraphicsRootSignature(bd->pRootSignature); + command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendFactor(blend_factor); + command_list->OMSetBlendFactor(blend_factor); } template @@ -161,14 +204,20 @@ static inline void SafeRelease(T*& res) } // Render function -void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - // FIXME: I'm assuming that this only gets called once per frame! - // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX12_UpdateTexture(tex); + + // FIXME: We are assuming that this only gets called once per frame! ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); bd->frameIndex = bd->frameIndex + 1; ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; @@ -178,13 +227,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); desc.Height = 1; @@ -201,13 +248,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); desc.Height = 1; @@ -222,84 +267,120 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL } // Upload vertex/index data into a single contiguous GPU buffer + // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only) void* vtx_resource, *idx_resource; - D3D12_RANGE range; - memset(&range, 0, sizeof(D3D12_RANGE)); + D3D12_RANGE range = { 0, 0 }; if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) return; if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; } + + // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only) + range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource); + IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert)); fr->VertexBuffer->Unmap(0, &range); + range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource); + IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx)); fr->IndexBuffer->Unmap(0, &range); // Setup desired DX state - ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX12_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.CommandList = command_list; + platform_io.Renderer_RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; - // Apply Scissor/clipping rectangle, Bind texture, Draw + // Apply scissor/clipping rectangle const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + command_list->RSSetScissorRects(1, &r); + + // Bind texture, Draw D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; texture_handle.ptr = (UINT64)pcmd->GetTexID(); - ctx->SetGraphicsRootDescriptorTable(1, texture_handle); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + command_list->SetGraphicsRootDescriptorTable(1, texture_handle); + command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + platform_io.Renderer_RenderState = nullptr; } -static void ImGui_ImplDX12_CreateFontsTexture() +static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system + if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData) { - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->hFontSrvCpuDescHandle.ptr = 0; + backend_tex->hFontSrvGpuDescHandle.ptr = 0; + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in? + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)(); + bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle + + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; @@ -308,8 +389,8 @@ static void ImGui_ImplDX12_CreateFontsTexture() ZeroMemory(&desc, sizeof(desc)); desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Alignment = 0; - desc.Width = width; - desc.Height = height; + desc.Width = tex->Width; + desc.Height = tex->Height; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -322,104 +403,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); - UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); - UINT uploadSize = height * uploadPitch; - desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Alignment = 0; - desc.Width = uploadSize; - desc.Height = 1; - desc.DepthOrArraySize = 1; - desc.MipLevels = 1; - desc.Format = DXGI_FORMAT_UNKNOWN; - desc.SampleDesc.Count = 1; - desc.SampleDesc.Quality = 0; - desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - desc.Flags = D3D12_RESOURCE_FLAG_NONE; - - props.Type = D3D12_HEAP_TYPE_UPLOAD; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - - ID3D12Resource* uploadBuffer = nullptr; - HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, - D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); - IM_ASSERT(SUCCEEDED(hr)); - - void* mapped = nullptr; - D3D12_RANGE range = { 0, uploadSize }; - hr = uploadBuffer->Map(0, &range, &mapped); - IM_ASSERT(SUCCEEDED(hr)); - for (int y = 0; y < height; y++) - memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); - uploadBuffer->Unmap(0, &range); - - D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; - srcLocation.pResource = uploadBuffer; - srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; - srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srcLocation.PlacedFootprint.Footprint.Width = width; - srcLocation.PlacedFootprint.Footprint.Height = height; - srcLocation.PlacedFootprint.Footprint.Depth = 1; - srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; - - D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; - dstLocation.pResource = pTexture; - dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - dstLocation.SubresourceIndex = 0; - - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = pTexture; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - - ID3D12Fence* fence = nullptr; - hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); - IM_ASSERT(SUCCEEDED(hr)); - - HANDLE event = CreateEvent(0, 0, 0, 0); - IM_ASSERT(event != nullptr); - - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - queueDesc.NodeMask = 1; - - ID3D12CommandQueue* cmdQueue = nullptr; - hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); - IM_ASSERT(SUCCEEDED(hr)); - - ID3D12CommandAllocator* cmdAlloc = nullptr; - hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); - IM_ASSERT(SUCCEEDED(hr)); - - ID3D12GraphicsCommandList* cmdList = nullptr; - hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); - IM_ASSERT(SUCCEEDED(hr)); - - cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); - cmdList->ResourceBarrier(1, &barrier); - - hr = cmdList->Close(); - IM_ASSERT(SUCCEEDED(hr)); - - cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); - hr = cmdQueue->Signal(fence, 1); - IM_ASSERT(SUCCEEDED(hr)); - - fence->SetEventOnCompletion(1, event); - WaitForSingleObject(event, INFINITE); - - cmdList->Release(); - cmdAlloc->Release(); - cmdQueue->Release(); - CloseHandle(event); - fence->Release(); - uploadBuffer->Release(); - - // Create texture view + // Create SRV D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -427,21 +411,143 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); - SafeRelease(bd->pFontTextureResource); - bd->pFontTextureResource = pTexture; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->pTextureResource = pTexture; + + // Store identifiers + tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr); + tex->BackendUserData = backend_tex; + need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. } - // Store our identifier - // READ THIS IF THE STATIC_ASSERT() TRIGGERS: - // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. - // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. - // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) - // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. - // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) - // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) - static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[] + // - Copy all blocks contiguously in upload buffer. + // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + UINT upload_pitch_src = upload_w * tex->BytesPerPixel; + UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT upload_size = upload_pitch_dst * upload_h; + + if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize) + { + if (bd->pTexUploadBufferMapped) + { + D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; + bd->pTexUploadBuffer->Unmap(0, &range); + bd->pTexUploadBufferMapped = nullptr; + } + SafeRelease(bd->pTexUploadBuffer); + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = upload_size; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + D3D12_RANGE range = {0, upload_size}; + hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped); + IM_ASSERT(SUCCEEDED(hr)); + bd->pTexUploadBufferSize = upload_size; + } + + bd->pTexCmdAllocator->Reset(); + bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr); + ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList; + + // Copy to upload buffer + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); + + if (need_barrier_before_copy) + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; + cmdList->ResourceBarrier(1, &barrier); + } + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + { + srcLocation.pResource = bd->pTexUploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = upload_w; + srcLocation.PlacedFootprint.Footprint.Height = upload_h; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst; + dstLocation.pResource = backend_tex->pTextureResource; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + } + cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr); + + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + cmdList->ResourceBarrier(1, &barrier); + } + + HRESULT hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue); + IM_ASSERT(SUCCEEDED(hr)); + + // FIXME-OPT: Suboptimal? + // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) + // - Store per-frame in flight: upload buffer? + // - Where do cmdList and cmdAlloc fit? + bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent); + ::WaitForSingleObject(bd->FenceEvent, INFINITE); + + tex->SetStatus(ImTextureStatus_OK); + } + + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight) + ImGui_ImplDX12_DestroyTexture(tex); } bool ImGui_ImplDX12_CreateDeviceObjects() @@ -452,6 +558,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); + HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory)); + IM_ASSERT(hr == S_OK); + + BOOL allow_tearing = FALSE; + bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing)); + bd->tearingSupport = (allow_tearing == TRUE); + // Create the root signature { D3D12_DESCRIPTOR_RANGE descRange = {}; @@ -475,26 +588,26 @@ bool ImGui_ImplDX12_CreateDeviceObjects() param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. - D3D12_STATIC_SAMPLER_DESC staticSampler = {}; - staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; - staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; - staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; - staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; - staticSampler.MipLODBias = 0.f; - staticSampler.MaxAnisotropy = 0; - staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; - staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; - staticSampler.MinLOD = 0.f; - staticSampler.MaxLOD = 0.f; - staticSampler.ShaderRegister = 0; - staticSampler.RegisterSpace = 0; - staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {}; + staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].MipLODBias = 0.f; + staticSampler[0].MaxAnisotropy = 0; + staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler[0].MinLOD = 0.f; + staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX; + staticSampler[0].ShaderRegister = 0; + staticSampler[0].RegisterSpace = 0; + staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; D3D12_ROOT_SIGNATURE_DESC desc = {}; desc.NumParameters = _countof(param); desc.pParameters = param; desc.NumStaticSamplers = 1; - desc.pStaticSamplers = &staticSampler; + desc.pStaticSamplers = &staticSampler[0]; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | @@ -523,7 +636,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return false; } - PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); if (D3D12SerializeRootSignatureFn == nullptr) return false; @@ -541,14 +654,14 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. - D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; - memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.DSVFormat = bd->DSVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; @@ -673,7 +786,19 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (result_pipeline_state != S_OK) return false; - ImGui_ImplDX12_CreateFontsTexture(); + // Create command allocator and command list for ImGui_ImplDX12_UpdateTexture() + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator)); + IM_ASSERT(SUCCEEDED(hr)); + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList)); + IM_ASSERT(SUCCEEDED(hr)); + hr = bd->pTexCmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + // Create fence. + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence)); + IM_ASSERT(hr == S_OK); + bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(bd->FenceEvent != nullptr); return true; } @@ -684,11 +809,29 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (!bd || !bd->pd3dDevice) return; - ImGuiIO& io = ImGui::GetIO(); + SafeRelease(bd->pdxgiFactory); + if (bd->commandQueueOwned) + SafeRelease(bd->pCommandQueue); + bd->commandQueueOwned = false; SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); - SafeRelease(bd->pFontTextureResource); - io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pTexUploadBufferMapped) + { + D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; + bd->pTexUploadBuffer->Unmap(0, &range); + bd->pTexUploadBufferMapped = nullptr; + } + SafeRelease(bd->pTexUploadBuffer); + SafeRelease(bd->pTexCmdList); + SafeRelease(bd->pTexCmdAllocator); + SafeRelease(bd->Fence); + CloseHandle(bd->FenceEvent); + bd->FenceEvent = nullptr; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX12_DestroyTexture(tex); for (UINT i = 0; i < bd->numFramesInFlight; i++) { @@ -698,8 +841,29 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() } } -bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, - D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info) +{ + // Wrap legacy behavior of passing space for a single descriptor + IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); + init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!"); + *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; + *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; + bd->LegacySingleDescriptorUsed = true; + }; + init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == true); + bd->LegacySingleDescriptorUsed = false; + }; +} +#endif + +bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) { ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); @@ -707,21 +871,33 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO // Setup backend capabilities flags ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + bd->InitInfo = *init_info; // Deep copy + init_info = &bd->InitInfo; + + bd->pd3dDevice = init_info->Device; + IM_ASSERT(init_info->CommandQueue != NULL); + bd->pCommandQueue = init_info->CommandQueue; + bd->RTVFormat = init_info->RTVFormat; + bd->DSVFormat = init_info->DSVFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; + bd->tearingSupport = false; + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - bd->pd3dDevice = device; - bd->RTVFormat = rtv_format; - bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; - bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; - bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; - bd->numFramesInFlight = num_frames_in_flight; - bd->pd3dSrvDescHeap = cbv_srv_heap; - bd->frameIndex = UINT_MAX; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (init_info->SrvDescriptorAllocFn == nullptr) + ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info); +#endif + IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); // Create buffers with a default size (they will later be grown as needed) - for (int i = 0; i < num_frames_in_flight; i++) + bd->frameIndex = UINT_MAX; + bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight]; + for (int i = 0; i < (int)bd->numFramesInFlight; i++) { ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; fr->IndexBuffer = nullptr; @@ -733,18 +909,50 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO return true; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGui_ImplDX12_InitInfo init_info; + init_info.Device = device; + init_info.NumFramesInFlight = num_frames_in_flight; + init_info.RTVFormat = rtv_format; + init_info.SrvDescriptorHeap = srv_descriptor_heap; + init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle; + init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + bool ret = ImGui_ImplDX12_Init(&init_info); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->commandQueueOwned = true; + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. + + return ret; +} +#endif + void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - // Clean up windows and device objects ImGui_ImplDX12_InvalidateDeviceObjects(); delete[] bd->pFrameResources; + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -754,7 +962,8 @@ void ImGui_ImplDX12_NewFrame() IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); if (!bd->pPipelineState) - ImGui_ImplDX12_CreateDeviceObjects(); + if (!ImGui_ImplDX12_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!"); } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_dx12.h b/third_party/imgui/backends/imgui_impl_dx12.h index 8710910b4c..3bb66c1fb8 100644 --- a/third_party/imgui/backends/imgui_impl_dx12.h +++ b/third_party/imgui/backends/imgui_impl_dx12.h @@ -2,11 +2,13 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. -// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// See imgui_impl_dx12.cpp file for details. +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,25 +22,58 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE #include // DXGI_FORMAT +#include // D3D12_CPU_DESCRIPTOR_HANDLE -struct ID3D12Device; -struct ID3D12DescriptorHeap; -struct ID3D12GraphicsCommandList; -struct D3D12_CPU_DESCRIPTOR_HANDLE; -struct D3D12_GPU_DESCRIPTOR_HANDLE; +// Initialization data, for ImGui_ImplDX12_Init() +struct ImGui_ImplDX12_InitInfo +{ + ID3D12Device* Device; + ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. + int NumFramesInFlight; + DXGI_FORMAT RTVFormat; // RenderTarget format. + DXGI_FORMAT DSVFormat; // DepthStencilView format. + void* UserData; -// cmd_list is the command list that the implementation will use to render imgui draw lists. -// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate -// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. -// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. -IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, - D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); + // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. + // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) + ID3D12DescriptorHeap* SrvDescriptorHeap; + void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); + void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. + D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; +#endif + + ImGui_ImplDX12_InitInfo() { memset(this, 0, sizeof(*this)); } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +#endif + // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX12_RenderState +{ + ID3D12Device* Device; + ID3D12GraphicsCommandList* CommandList; +}; #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_dx9.cpp b/third_party/imgui/backends/imgui_impl_dx9.cpp index 3eff9ab5da..37b5815cc5 100644 --- a/third_party/imgui/backends/imgui_impl_dx9.cpp +++ b/third_party/imgui/backends/imgui_impl_dx9.cpp @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,6 +17,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). @@ -42,15 +47,21 @@ // DirectX #include +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + // DirectX data struct ImGui_ImplDX9_Data { LPDIRECT3DDEVICE9 pd3dDevice; LPDIRECT3DVERTEXBUFFER9 pVB; LPDIRECT3DINDEXBUFFER9 pIB; - LPDIRECT3DTEXTURE9 FontTexture; int VertexBufferSize; int IndexBufferSize; + bool HasRgbaSupport; ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; @@ -88,41 +99,45 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; - bd->pd3dDevice->SetViewport(&vp); + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. - bd->pd3dDevice->SetPixelShader(nullptr); - bd->pd3dDevice->SetVertexShader(nullptr); - bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); - bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); - bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); - bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); - bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. @@ -140,9 +155,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f } } }; - bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); } } @@ -153,51 +168,60 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - // Create and grow buffers if needed ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX9_UpdateTexture(tex); + + // Create and grow buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + 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 (bd->pd3dDevice->CreateIndexBuffer(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; } // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = nullptr; - if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) return; - if (d3d9_state_block->Capture() < 0) + if (state_block->Capture() < 0) { - d3d9_state_block->Release(); + state_block->Release(); return; } // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; - bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); - bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); - bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) { - d3d9_state_block->Release(); + state_block->Release(); return; } if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) { bd->pVB->Unlock(); - d3d9_state_block->Release(); + state_block->Release(); return; } @@ -205,11 +229,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) { vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; @@ -220,14 +243,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) vtx_dst++; vtx_src++; } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; } bd->pVB->Unlock(); bd->pIB->Unlock(); - bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); - bd->pd3dDevice->SetIndices(bd->pIB); - bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); @@ -237,12 +260,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() @@ -250,7 +272,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX9_SetupRenderState(draw_data); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -260,63 +282,33 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; - // Apply Scissor/clipping rectangle, Bind texture, Draw + // Apply scissor/clipping rectangle const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); - bd->pd3dDevice->SetTexture(0, texture); - bd->pd3dDevice->SetScissorRect(&r); - bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } // Restore the DX9 transform - bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); - bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); - bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); + state_block->Apply(); + state_block->Release(); } -bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) { - 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. - - bd->pd3dDevice = device; - bd->pd3dDevice->AddRef(); - - 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(); - - ImGui_ImplDX9_InvalidateDeviceObjects(); - if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; - IM_DELETE(bd); -} - -static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format) -{ - IDirect3D9* pd3d = nullptr; + LPDIRECT3D9 pd3d = nullptr; if (pDevice->GetDirect3D(&pd3d) != D3D_OK) return false; D3DDEVICE_CREATION_PARAMETERS param = {}; @@ -332,58 +324,130 @@ static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMA return support; } -static bool ImGui_ImplDX9_CreateFontsTexture() +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Build texture atlas ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) -#ifndef IMGUI_USE_BGRA_PACKED_COLOR - const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); - if (!rgba_support && io.Fonts->TexPixelsUseColors) - { - ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); - for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) - *dst = IMGUI_COL_TO_DX9_ARGB(*src); - pixels = (unsigned char*)dst_start; - } -#else - const bool rgba_support = false; -#endif + // 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. - // Upload texture to graphics system - bd->FontTexture = nullptr; - if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); - bd->FontTexture->UnlockRect(0); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096; - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->FontTexture); - -#ifndef IMGUI_USE_BGRA_PACKED_COLOR - if (!rgba_support && io.Fonts->TexPixelsUseColors) - ImGui::MemFree(pixels); -#endif + 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) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + LPDIRECT3DTEXTURE9 dx_tex = nullptr; + HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr); + if (hr < 0) + { + IM_ASSERT(hr >= 0 && "Backend failed to create texture!"); + return; + } + + D3DLOCKED_RECT locked_rect; + if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK) + { + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height); + dx_tex->UnlockRect(0); + } + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)dx_tex); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID; + RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) }; + D3DLOCKED_RECT locked_rect; + if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK) + for (ImTextureRect& r : tex->Updates) + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4, + (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h); + backend_tex->UnlockRect(0); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + 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); + } + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + bool ImGui_ImplDX9_CreateDeviceObjects() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; return true; } @@ -392,18 +456,23 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplDX9_UpdateTexture(tex); + } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); + IM_UNUSED(bd); } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_dx9.h b/third_party/imgui/backends/imgui_impl_dx9.h index 3965583bd8..600f0a750a 100644 --- a/third_party/imgui/backends/imgui_impl_dx9.h +++ b/third_party/imgui/backends/imgui_impl_dx9.h @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -19,6 +21,7 @@ struct IDirect3DDevice9; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); @@ -28,4 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_glfw.cpp b/third_party/imgui/backends/imgui_impl_glfw.cpp index 3c95f17866..ac176a080c 100644 --- a/third_party/imgui/backends/imgui_impl_glfw.cpp +++ b/third_party/imgui/backends/imgui_impl_glfw.cpp @@ -1,14 +1,18 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) +// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -18,8 +22,29 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921) +// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) +// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) +// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps. +// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. +// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. +// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. +// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. +// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) @@ -76,62 +101,100 @@ // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #endif // GLFW +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__) +#define GLFW_HAS_X11_OR_WAYLAND 1 +#else +#define GLFW_HAS_X11_OR_WAYLAND 0 +#endif #include - #ifdef _WIN32 #undef APIENTRY -#ifndef GLFW_EXPOSE_NATIVE_WIN32 +#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window() #define GLFW_EXPOSE_NATIVE_WIN32 #endif -#include // for glfwGetWin32Window() -#endif -#ifdef __APPLE__ -#ifndef GLFW_EXPOSE_NATIVE_COCOA +#include +#elif defined(__APPLE__) +#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow() #define GLFW_EXPOSE_NATIVE_COCOA #endif -#include // for glfwGetCocoaWindow() +#include +#elif GLFW_HAS_X11_OR_WAYLAND +#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.) +#define GLFW_EXPOSE_NATIVE_X11 #endif +#include +#endif +#undef Status // X11 headers are leaking this. +#ifndef _WIN32 +#include // for usleep() +#endif +#include // for snprintf() #ifdef __EMSCRIPTEN__ #include #include +#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 +#include +#else +#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 +#endif #endif // We gather version tests as define in order to easily see which features are version-dependent. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale #ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else #define GLFW_HAS_NEW_CURSORS (0) #endif +#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor() #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() +#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform() + +// Map GLFWWindow* to ImGuiContext*. +// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource. +// - Would be simpler if we could use e.g. std::map<> as well. But we don't. +// - This is not particularly optimized as we expect size to be small and queries to be rare. +struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; }; +static ImVector g_ContextMap; +static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); } +static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } } +static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; } -// GLFW data enum GlfwClientApi { - GlfwClientApi_Unknown, GlfwClientApi_OpenGL, GlfwClientApi_Vulkan, + GlfwClientApi_Unknown, // Anything else fits here. }; +// GLFW data struct ImGui_ImplGlfw_Data { + ImGuiContext* Context; GLFWwindow* Window; GlfwClientApi ClientApi; double Time; GLFWwindow* MouseWindow; +#if GLFW_HAS_CREATECURSOR GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; +#endif ImVec2 LastValidMousePos; + bool IsWayland; bool InstalledCallbacks; bool CallbacksChainForAllWindows; -#ifdef __EMSCRIPTEN__ + char BackendPlatformName[32]; +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 const char* CanvasSelector; #endif @@ -158,25 +221,44 @@ struct ImGui_ImplGlfw_Data // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); } static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { + // Get data for current context return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window) +{ + // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together) + ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window); + return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData; +} // Functions -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +static bool ImGui_ImplGlfw_IsWayland() { - return glfwGetClipboardString((GLFWwindow*)user_data); +#if !GLFW_HAS_X11_OR_WAYLAND + return false; +#elif GLFW_HAS_GETPLATFORM + return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; +#else + const char* version = glfwGetVersionString(); + if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland + return false; +#ifdef GLFW_EXPOSE_NATIVE_X11 + if (glfwGetX11Display() != NULL) + return false; +#endif + return true; +#endif } -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) { - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) -{ - switch (key) + IM_UNUSED(scancode); + switch (keycode) { case GLFW_KEY_TAB: return ImGuiKey_Tab; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; @@ -202,6 +284,8 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) case GLFW_KEY_EQUAL: return ImGuiKey_Equal; case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; + case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; @@ -301,52 +385,50 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 -static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window) { - ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); } -static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); } void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackMousebutton(window, button, action, mods); - ImGui_ImplGlfw_UpdateKeyModifiers(window); - - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); if (button >= 0 && button < ImGuiMouseButton_COUNT) io.AddMouseButtonEvent(button, action == GLFW_PRESS); } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackScroll(window, xoffset, yoffset); -#ifdef __EMSCRIPTEN__ +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). return; #endif - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddMouseWheelEvent((float)xoffset, (float)yoffset); } +// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) { -#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) +#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) // See https://github.com/glfw/glfw/issues/1502 for details. @@ -357,7 +439,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); const char* key_name = glfwGetKeyName(key, scancode); glfwSetErrorCallback(prev_error_callback); -#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) +#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) (void)glfwGetError(nullptr); #endif if (key_name && key_name[0] != 0 && key_name[1] == 0) @@ -379,40 +461,40 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) return; - ImGui_ImplGlfw_UpdateKeyModifiers(window); + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); - ImGuiIO& io = ImGui::GetIO(); - ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackWindowFocus(window, focused); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddFocusEvent(focused != 0); } void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackCursorPos(window, x, y); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddMousePosEvent((float)x, (float)y); bd->LastValidMousePos = ImVec2((float)x, (float)y); } @@ -421,11 +503,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackCursorEnter(window, entered); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); if (entered) { bd->MouseWindow = window; @@ -441,31 +523,32 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackChar(window, c); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddInputCharacter(c); } void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { - // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. + // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. } -#ifdef __EMSCRIPTEN__ -static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data) { // Mimic Emscripten_HandleWheel() in SDL. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; float multiplier = 0.0f; if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. float wheel_x = ev->deltaX * -multiplier; float wheel_y = ev->deltaY * -multiplier; - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddMouseWheelEvent(wheel_x, wheel_y); //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); return EM_TRUE; @@ -486,7 +569,9 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() } static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA"); + ImGuiIO& io = ImGui::GetIO(bd->Context); + switch (msg) { case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: @@ -494,8 +579,9 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: - ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); break; + default: break; } return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam); } @@ -503,7 +589,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); IM_ASSERT(bd->Window == window); @@ -520,7 +606,7 @@ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); IM_ASSERT(bd->Window == window); @@ -543,7 +629,7 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) bd->PrevUserCallbackMonitor = nullptr; } -// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user). // This is 'false' by default meaning we only chain callbacks for the main viewport. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. @@ -553,6 +639,14 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) bd->CallbacksChainForAllWindows = chain_for_all_windows; } +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif +#endif + static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); @@ -562,22 +656,38 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED); io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendPlatformName = bd->BackendPlatformName; +#if GLFW_HAS_CREATECURSOR io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) +#endif io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + bd->Context = ImGui::GetCurrentContext(); bd->Window = window; bd->Time = 0.0; + bd->IsWayland = ImGui_ImplGlfw_IsWayland(); + ImGui_ImplGlfw_ContextMap_Add(window, bd->Context); - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = bd->Window; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if GLFW_VERSION_COMBINED < 3300 + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; +#else + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; +#endif + +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; +#endif // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) +#if GLFW_HAS_CREATECURSOR GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); @@ -596,6 +706,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); +#endif #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) (void)glfwGetError(nullptr); #endif @@ -603,12 +714,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); - // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) - // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. - // FIXME: May break chaining in case user registered their own Emscripten callback? -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); -#endif // Set platform dependent data in viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); @@ -623,11 +728,30 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Windows: register a WndProc hook so we can intercept some messages. #ifdef _WIN32 - bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + HWND hwnd = (HWND)main_viewport->PlatformHandleRaw; + ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd); + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); IM_ASSERT(bd->PrevWndProc != nullptr); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); #endif + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + io.ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif +#endif + bd->ClientApi = client_api; return true; } @@ -651,20 +775,24 @@ void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); if (bd->InstalledCallbacks) ImGui_ImplGlfw_RestoreCallbacks(bd->Window); -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + if (bd->CanvasSelector) + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); #endif - +#if GLFW_HAS_CREATECURSOR for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); - +#endif // Windows: restore our WndProc hook #ifdef _WIN32 ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); bd->PrevWndProc = nullptr; #endif @@ -672,6 +800,8 @@ void ImGui_ImplGlfw_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + platform_io.ClearPlatformHandlers(); + ImGui_ImplGlfw_ContextMap_Remove(bd->Window); IM_DELETE(bd); } @@ -683,14 +813,14 @@ static void ImGui_ImplGlfw_UpdateMouseData() // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { GLFWwindow* window = bd->Window; -#ifdef __EMSCRIPTEN__ +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 const bool is_window_focused = true; #else const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif if (is_window_focused) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); @@ -726,7 +856,9 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. +#if GLFW_HAS_CREATECURSOR glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); +#endif glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } @@ -737,11 +869,11 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0 static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075 return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) +#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) GLFWgamepadstate gamepad; if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) return; @@ -785,20 +917,69 @@ static void ImGui_ImplGlfw_UpdateGamepads() #undef MAP_ANALOG } +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) +{ +#if GLFW_HAS_X11_OR_WAYLAND + if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window)) + if (bd->IsWayland) + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetWindowContentScale(window, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(window); + return 1.0f; +#endif +} + +float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) +{ +#if GLFW_HAS_X11_OR_WAYLAND + if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor. + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetMonitorContentScale(monitor, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(monitor); + return 1.0f; +#endif +} + +static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + int display_w, display_h; + glfwGetWindowSize(window, &w, &h); + glfwGetFramebufferSize(window, &display_w, &display_h); + float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f; + float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f; +#if GLFW_HAS_X11_OR_WAYLAND + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (!bd->IsWayland) + fb_scale_x = fb_scale_y = 1.0f; +#endif + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y); +} + void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(bd->Window, &w, &h); - glfwGetFramebufferSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); // Setup time step // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) @@ -815,7 +996,17 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateGamepads(); } -#ifdef __EMSCRIPTEN__ +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) { ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; @@ -836,7 +1027,7 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con // 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. // STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. -void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) { IM_ASSERT(canvas_selector != nullptr); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); @@ -848,8 +1039,24 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel // Change the size of the GLFW window according to the size of the canvas ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); + + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? + emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback); } -#endif +#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) +// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call +// by invoking emscripten_glfw_make_canvas_resizable afterward. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) +{ + GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); + IM_ASSERT(window == w); // Sanity check + IM_UNUSED(w); + emscripten_glfw_make_canvas_resizable(window, "window", nullptr); +} +#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_glfw.h b/third_party/imgui/backends/imgui_impl_glfw.h index 6a9acd05b2..ce954ed9fd 100644 --- a/third_party/imgui/backends/imgui_impl_glfw.h +++ b/third_party/imgui/backends/imgui_impl_glfw.h @@ -5,9 +5,13 @@ // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -24,15 +28,17 @@ struct GLFWwindow; struct GLFWmonitor; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// Emscripten related initialization phase methods +// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) #ifdef __EMSCRIPTEN__ -IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector); +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); +//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 #endif // GLFW callbacks install @@ -55,4 +61,10 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor); + + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_glut.cpp b/third_party/imgui/backends/imgui_impl_glut.cpp index d8ffc90736..a68f9dbc8e 100644 --- a/third_party/imgui/backends/imgui_impl_glut.cpp +++ b/third_party/imgui/backends/imgui_impl_glut.cpp @@ -6,8 +6,8 @@ // !!! Nowadays, prefer using GLFW or SDL instead! // Implemented features: -// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// Issues: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. @@ -50,7 +50,7 @@ static int g_Time = 0; // Current time, in milliseconds -// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) { switch (key) diff --git a/third_party/imgui/backends/imgui_impl_glut.h b/third_party/imgui/backends/imgui_impl_glut.h index 062110edd6..20e77dbceb 100644 --- a/third_party/imgui/backends/imgui_impl_glut.h +++ b/third_party/imgui/backends/imgui_impl_glut.h @@ -6,8 +6,8 @@ // !!! Nowadays, prefer using GLFW or SDL instead! // Implemented features: -// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// Issues: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. @@ -26,6 +26,7 @@ #ifndef IMGUI_DISABLE #include "imgui.h" // IMGUI_IMPL_API +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); diff --git a/third_party/imgui/backends/imgui_impl_metal.h b/third_party/imgui/backends/imgui_impl_metal.h index 53706d1f71..2a9a26a027 100644 --- a/third_party/imgui/backends/imgui_impl_metal.h +++ b/third_party/imgui/backends/imgui_impl_metal.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -13,6 +14,7 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +#pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE @@ -25,6 +27,7 @@ @class MTLRenderPassDescriptor; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); @@ -33,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif //----------------------------------------------------------------------------- @@ -51,6 +55,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); #include #ifndef __OBJC__ +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); @@ -59,11 +64,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, MTL::RenderCommandEncoder* commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif #endif diff --git a/third_party/imgui/backends/imgui_impl_metal.mm b/third_party/imgui/backends/imgui_impl_metal.mm index f9fd1087e8..2746efa953 100644 --- a/third_party/imgui/backends/imgui_impl_metal.mm +++ b/third_party/imgui/backends/imgui_impl_metal.mm @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,6 +16,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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) +// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). // 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. // 2022-07-05: Metal: Add dispatch synchronization. // 2022-06-30: Metal: Use __bridge for ARC based systems. @@ -57,6 +62,11 @@ - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; @end +@interface MetalTexture : NSObject +@property (nonatomic, strong) id metalTexture; +- (instancetype)initWithTexture:(id)metalTexture; +@end + // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @@ -65,7 +75,6 @@ @property (nonatomic, strong) id depthStencilState; @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors -@property (nonatomic, strong, nullable) id fontTexture; @property (nonatomic, strong) NSMutableArray* bufferCache; @property (nonatomic, assign) double lastBufferCachePurge; - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; @@ -76,7 +85,7 @@ struct ImGui_ImplMetal_Data { MetalContext* SharedMetalContext; - ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } }; static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } @@ -108,11 +117,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, } -bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) -{ - return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); -} - bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) { return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); @@ -132,6 +136,7 @@ bool ImGui_ImplMetal_Init(id device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->SharedMetalContext = [[MetalContext alloc] init]; bd->SharedMetalContext.device = device; @@ -142,27 +147,34 @@ bool ImGui_ImplMetal_Init(id device) void ImGui_ImplMetal_Shutdown() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_UNUSED(bd); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplMetal_DestroyDeviceObjects(); ImGui_ImplMetal_DestroyBackendData(); - ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); } void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); +#ifdef IMGUI_IMPL_METAL_CPP + bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease]; +#else bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; - +#endif if (bd->SharedMetalContext.depthStencilState == nil) ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); } -static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id commandBuffer, id commandEncoder, id renderPipelineState, MetalBuffer* vertexBuffer, size_t vertexBufferOffset) { @@ -178,17 +190,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, idDisplaySize.x * drawData->FramebufferScale.x), - .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x), + .height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y), .znear = 0.0, .zfar = 1.0 }; [commandEncoder setViewport:viewport]; - float L = drawData->DisplayPos.x; - float R = drawData->DisplayPos.x + drawData->DisplaySize.x; - float T = drawData->DisplayPos.y; - float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float N = (float)viewport.znear; float F = (float)viewport.zfar; const float ortho_projection[4][4] = @@ -207,17 +219,24 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, id commandEncoder) +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); MetalContext* ctx = bd->SharedMetalContext; // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplMetal_UpdateTexture(tex); + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame // The hit rate for this cache should be very near 100%. id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; @@ -230,38 +249,36 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; } - size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); - size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists size_t vertexBufferOffset = 0; size_t indexBufferOffset = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = drawData->CmdLists[n]; + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -291,7 +308,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c // Bind texture, Draw if (ImTextureID tex_id = pcmd->GetTexID()) - [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle @@ -302,62 +319,88 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c } } - vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); } + MetalContext* sharedMetalContext = bd->SharedMetalContext; [commandBuffer addCompletedHandler:^(id) { dispatch_async(dispatch_get_main_queue(), ^{ - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - if (bd != nullptr) + @synchronized(sharedMetalContext.bufferCache) { - @synchronized(bd->SharedMetalContext.bufferCache) - { - [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; - [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; - } + [sharedMetalContext.bufferCache addObject:vertexBuffer]; + [sharedMetalContext.bufferCache addObject:indexBuffer]; } }); }]; } -bool ImGui_ImplMetal_CreateFontsTexture(id device) +static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) { - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); + if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData)) + { + IM_ASSERT(backend_tex.metalTexture == (__bridge id)(void*)(intptr_t)tex->TexID); + backend_tex.metalTexture = nil; - // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. - // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. - // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. - // You can make that change in your implementation. - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm - width:(NSUInteger)width - height:(NSUInteger)height - mipmapped:NO]; - textureDescriptor.usage = MTLTextureUsageShaderRead; -#if TARGET_OS_OSX || TARGET_OS_MACCATALYST - textureDescriptor.storageMode = MTLStorageModeManaged; -#else - textureDescriptor.storageMode = MTLStorageModeShared; -#endif - id texture = [device newTextureWithDescriptor:textureDescriptor]; - [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; - bd->SharedMetalContext.fontTexture = texture; - io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* - - return (bd->SharedMetalContext.fontTexture != nil); + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); } -void ImGui_ImplMetal_DestroyFontsTexture() +void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - bd->SharedMetalContext.fontTexture = nil; - io.Fonts->SetTexID(0); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)tex->Width + height:(NSUInteger)tex->Height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; + #if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; + #else + textureDescriptor.storageMode = MTLStorageModeShared; + #endif + id texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4]; + MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture]; + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)texture); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = (__bridge_retained void*)(backend_tex); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData); + for (ImTextureRect& r : tex->Updates) + { + [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h) + mipmapLevel:0 + withBytes:tex->GetPixelsAt(r.x, r.y) + bytesPerRow:(NSUInteger)tex->Width * 4]; + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + ImGui_ImplMetal_DestroyTexture(tex); + } } bool ImGui_ImplMetal_CreateDeviceObjects(id device) @@ -367,7 +410,9 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; - ImGui_ImplMetal_CreateFontsTexture(device); +#ifdef IMGUI_IMPL_METAL_CPP + [depthStencilDescriptor release]; +#endif return true; } @@ -375,7 +420,12 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGui_ImplMetal_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplMetal_DestroyTexture(tex); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; } @@ -441,6 +491,18 @@ void ImGui_ImplMetal_DestroyDeviceObjects() @end +#pragma mark - MetalTexture implementation + +@implementation MetalTexture +- (instancetype)initWithTexture:(id)metalTexture +{ + if ((self = [super init])) + self.metalTexture = metalTexture; + return self; +} + +@end + #pragma mark - MetalContext implementation @implementation MetalContext diff --git a/third_party/imgui/backends/imgui_impl_null.cpp b/third_party/imgui/backends/imgui_impl_null.cpp new file mode 100644 index 0000000000..6bf3ddb22e --- /dev/null +++ b/third_party/imgui/backends/imgui_impl_null.cpp @@ -0,0 +1,102 @@ +// dear imgui: Null Platform+Renderer Backends +// This is designed if you need to use a blind Dear Imgui context with no input and no output. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-11-17: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_null.h" + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#endif + +IMGUI_IMPL_API bool ImGui_ImplNull_Init() +{ + ImGui_ImplNullPlatform_Init(); + ImGui_ImplNullRender_Init(); + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNull_Shutdown() +{ + ImGui_ImplNullRender_Shutdown(); + ImGui_ImplNullPlatform_Shutdown(); +} + +IMGUI_IMPL_API void ImGui_ImplNull_NewFrame() +{ + ImGui_ImplNullPlatform_NewFrame(); + ImGui_ImplNullRender_NewFrame(); +} + +IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; +} + +IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2(1920, 1080); + io.DeltaTime = 1.0f / 60.0f; +} + +IMGUI_IMPL_API bool ImGui_ImplNullRender_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame() +{ +} + +static void ImGui_ImplNullRender_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantDestroy) + tex->SetStatus(ImTextureStatus_OK); + if (tex->Status == ImTextureStatus_WantDestroy) + { + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data) +{ + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplNullRender_UpdateTexture(tex); +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_null.h b/third_party/imgui/backends/imgui_impl_null.h new file mode 100644 index 0000000000..b5cfb5a2c1 --- /dev/null +++ b/third_party/imgui/backends/imgui_impl_null.h @@ -0,0 +1,34 @@ +// dear imgui: Null Platform+Renderer Backends +// This is designed if you need to use a blind Dear Imgui context with no input and no output. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! + +// Null = NullPlatform + NullRender +IMGUI_IMPL_API bool ImGui_ImplNull_Init(); +IMGUI_IMPL_API void ImGui_ImplNull_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNull_NewFrame(); + +// Null platform only (single screen, fixed timestep, no inputs) +IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init(); +IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame(); + +// Null renderer only (no output) +IMGUI_IMPL_API bool ImGui_ImplNullRender_Init(); +IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data); + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_opengl2.cpp b/third_party/imgui/backends/imgui_impl_opengl2.cpp index 7f1ea325aa..af5618fb67 100644 --- a/third_party/imgui/backends/imgui_impl_opengl2.cpp +++ b/third_party/imgui/backends/imgui_impl_opengl2.cpp @@ -2,7 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -22,6 +25,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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(). +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. @@ -66,10 +73,18 @@ #include #endif +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL data struct ImGui_ImplOpenGL2_Data { - GLuint FontTexture; - ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -91,6 +106,7 @@ bool ImGui_ImplOpenGL2_Init() ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. return true; } @@ -100,10 +116,14 @@ 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); } @@ -111,11 +131,7 @@ void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplOpenGL2_CreateDeviceObjects(); - if (!bd->FontTexture) - ImGui_ImplOpenGL2_CreateFontsTexture(); + IM_UNUSED(bd); } static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) @@ -152,7 +168,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -173,6 +189,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (fb_width == 0 || fb_height == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL2_UpdateTexture(tex); + // Backup GL state GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); @@ -190,18 +213,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() @@ -209,7 +231,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -246,55 +268,79 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); } -bool ImGui_ImplOpenGL2_CreateFontsTexture() +void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL2_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - if (bd->FontTexture) + if (tex->Status == ImTextureStatus_WantCreate) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } } bool ImGui_ImplOpenGL2_CreateDeviceObjects() { - return ImGui_ImplOpenGL2_CreateFontsTexture(); + return true; } void ImGui_ImplOpenGL2_DestroyDeviceObjects() { - ImGui_ImplOpenGL2_DestroyFontsTexture(); + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplOpenGL2_UpdateTexture(tex); + } } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_opengl2.h b/third_party/imgui/backends/imgui_impl_opengl2.h index 9c756c71d6..014a03aca6 100644 --- a/third_party/imgui/backends/imgui_impl_opengl2.h +++ b/third_party/imgui/backends/imgui_impl_opengl2.h @@ -2,7 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -24,15 +27,17 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_opengl3.cpp b/third_party/imgui/backends/imgui_impl_opengl3.cpp index bbe96c420f..3e0e265b1c 100644 --- a/third_party/imgui/backends/imgui_impl_opengl3.cpp +++ b/third_party/imgui/backends/imgui_impl_opengl3.cpp @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. @@ -22,6 +23,13 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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) +// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy. +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture(). +// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664) +// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) // 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) // 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) @@ -52,7 +60,7 @@ // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) -// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. @@ -124,6 +132,7 @@ // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used @@ -135,6 +144,7 @@ #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 #endif // GL includes @@ -162,9 +172,11 @@ // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. #define IMGL3W_IMPL +#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W #include "imgui_impl_opengl3_loader.h" #endif @@ -224,7 +236,7 @@ struct ImGui_ImplOpenGL3_Data bool GlProfileIsES3; bool GlProfileIsCompat; GLint GlProfileMask; - GLuint FontTexture; + GLint MaxTextureSize; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; @@ -235,8 +247,10 @@ struct ImGui_ImplOpenGL3_Data GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; bool HasPolygonMode; + bool HasBindSampler; bool HasClipOrigin; bool UseBufferSubData; + ImVector TempBuffer; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -272,6 +286,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState }; #endif +// Not static to allow third-party code to use that if they want to (but undocumented) +bool ImGui_ImplOpenGL3_InitLoader(); +bool ImGui_ImplOpenGL3_InitLoader() +{ + // Initialize our loader +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + if (glGetIntegerv == nullptr && imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + return true; +} + // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { @@ -279,14 +308,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - // Initialize our loader -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - if (imgl3wInit() != 0) - { - fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) return false; - } -#endif // Setup backend capabilities flags ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); @@ -294,13 +318,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); #if defined(IMGUI_IMPL_OPENGL_ES2) // GLES 2 bd->GlVersion = 200; bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); #else // Desktop or GLES 3 - const char* gl_version_str = (const char*)glGetString(GL_VERSION); GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); @@ -308,11 +333,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (major == 0 && minor == 0) sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." bd->GlVersion = (GLuint)(major * 100 + minor * 10); -#if defined(GL_CONTEXT_PROFILE_MASK) - if (bd->GlVersion >= 320) - glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); - bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; -#endif + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); #if defined(IMGUI_IMPL_OPENGL_ES3) bd->GlProfileIsES3 = true; @@ -321,6 +342,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bd->GlProfileIsES3 = true; #endif +#if defined(GL_CONTEXT_PROFILE_MASK) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + bd->UseBufferSubData = false; /* // Query vendor to enable glBufferSubData kludge @@ -333,13 +360,17 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif #ifdef IMGUI_IMPL_OPENGL_DEBUG - printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. @@ -367,6 +398,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // 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 @@ -388,12 +422,19 @@ 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; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); + +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + imgl3wShutdown(); +#endif } void ImGui_ImplOpenGL3_NewFrame() @@ -401,10 +442,11 @@ void ImGui_ImplOpenGL3_NewFrame() ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + if (!bd->ShaderHandle) - ImGui_ImplOpenGL3_CreateDeviceObjects(); - if (!bd->FontTexture) - ImGui_ImplOpenGL3_CreateFontsTexture(); + if (!ImGui_ImplOpenGL3_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!"); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) @@ -420,7 +462,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE @@ -461,7 +503,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + if (bd->HasBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif @@ -492,15 +534,24 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL3_UpdateTexture(tex); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY @@ -530,7 +581,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state @@ -547,10 +598,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - // Upload vertex/index buffers // - OpenGL drivers are in a very sorry state nowadays.... // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports @@ -559,8 +608,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. - const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); - const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); if (bd->UseBufferSubData) { if (bd->VertexBufferSize < vtx_buffer_size) @@ -573,18 +622,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) bd->IndexBufferSize = idx_buffer_size; GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); } - GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); - GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); } else { - GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); - GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW)); } - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() @@ -592,7 +641,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -627,7 +676,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + if (bd->HasBindSampler) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); @@ -649,7 +698,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE @@ -662,48 +711,90 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) (void)bd; // Not all compilation paths use this } -bool ImGui_ImplOpenGL3_CreateFontsTexture() +static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); - GL_CALL(glGenTextures(1, &bd->FontTexture)); - GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); -#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); -#endif - GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); - - return true; + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } -void ImGui_ImplOpenGL3_DestroyFontsTexture() +void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - if (bd->FontTexture) + // FIXME: Consider backing up and restoring + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif +#ifdef GL_UNPACK_ALIGNMENT + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); +#endif } + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); +#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#else + // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + for (ImTextureRect& r : tex->Updates) + { + const int src_pitch = r.w * tex->BytesPerPixel; + bd->TempBuffer.resize(r.h * src_pitch); + char* out_p = bd->TempBuffer.Data; + for (int y = 0; y < r.h; y++, out_p += src_pitch) + memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch); + IM_ASSERT(out_p == bd->TempBuffer.end()); + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data)); + } +#endif + tex->SetStatus(ImTextureStatus_OK); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplOpenGL3_DestroyTexture(tex); } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. @@ -891,23 +982,28 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; - GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + GLuint vert_handle; + GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER)); glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glCompileShader(vert_handle); - CheckShader(vert_handle, "vertex shader"); + if (!CheckShader(vert_handle, "vertex shader")) + return false; const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; - GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + GLuint frag_handle; + GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER)); glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glCompileShader(frag_handle); - CheckShader(frag_handle, "fragment shader"); + if (!CheckShader(frag_handle, "fragment shader")) + return false; // Link bd->ShaderHandle = glCreateProgram(); glAttachShader(bd->ShaderHandle, vert_handle); glAttachShader(bd->ShaderHandle, frag_handle); glLinkProgram(bd->ShaderHandle); - CheckProgram(bd->ShaderHandle, "shader program"); + if (!CheckProgram(bd->ShaderHandle, "shader program")) + return false; glDetachShader(bd->ShaderHandle, vert_handle); glDetachShader(bd->ShaderHandle, frag_handle); @@ -924,8 +1020,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); - ImGui_ImplOpenGL3_CreateFontsTexture(); - // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); @@ -945,7 +1039,11 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } - ImGui_ImplOpenGL3_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplOpenGL3_DestroyTexture(tex); } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_opengl3.h b/third_party/imgui/backends/imgui_impl_opengl3.h index d66a15ebf7..b72b5c887d 100644 --- a/third_party/imgui/backends/imgui_impl_opengl3.h +++ b/third_party/imgui/backends/imgui_impl_opengl3.h @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. @@ -29,18 +30,19 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE -// Backend API +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); + // Configuration flags to add in your imconfig file: //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) diff --git a/third_party/imgui/backends/imgui_impl_opengl3_loader.h b/third_party/imgui/backends/imgui_impl_opengl3_loader.h index 3fbc348115..2c80cc5985 100644 --- a/third_party/imgui/backends/imgui_impl_opengl3_loader.h +++ b/third_party/imgui/backends/imgui_impl_opengl3_loader.h @@ -166,7 +166,9 @@ typedef khronos_uint8_t GLubyte; #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 #define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_SHORT 0x1403 @@ -178,9 +180,13 @@ typedef khronos_uint8_t GLubyte; #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); @@ -221,16 +227,21 @@ typedef khronos_float_t GLclampf; typedef double GLclampd; #define GL_TEXTURE_BINDING_2D 0x8069 typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); #endif #endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_2 +#define GL_CLAMP_TO_EDGE 0x812F +#endif /* GL_VERSION_1_2 */ #ifndef GL_VERSION_1_3 #define GL_TEXTURE0 0x84C0 #define GL_ACTIVE_TEXTURE 0x84E0 @@ -390,9 +401,15 @@ GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum #ifndef GL_VERSION_3_3 #define GL_VERSION_3_3 1 #define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); #endif #endif /* GL_VERSION_3_3 */ #ifndef GL_VERSION_4_1 @@ -467,12 +484,13 @@ typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); /* gl3w api */ GL3W_API int imgl3wInit(void); GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API void imgl3wShutdown(void); GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ union ImGL3WProcs { - GL3WglProc ptr[59]; + GL3WglProc ptr[63]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLATTACHSHADERPROC AttachShader; @@ -492,6 +510,7 @@ union ImGL3WProcs { PFNGLCREATESHADERPROC CreateShader; PFNGLDELETEBUFFERSPROC DeleteBuffers; PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESAMPLERSPROC DeleteSamplers; PFNGLDELETESHADERPROC DeleteShader; PFNGLDELETETEXTURESPROC DeleteTextures; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; @@ -504,6 +523,7 @@ union ImGL3WProcs { PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLFLUSHPROC Flush; PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENSAMPLERSPROC GenSamplers; PFNGLGENTEXTURESPROC GenTextures; PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; @@ -524,10 +544,12 @@ union ImGL3WProcs { PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPOLYGONMODEPROC PolygonMode; PFNGLREADPIXELSPROC ReadPixels; + PFNGLSAMPLERPARAMETERIPROC SamplerParameteri; PFNGLSCISSORPROC Scissor; PFNGLSHADERSOURCEPROC ShaderSource; PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLTEXSUBIMAGE2DPROC TexSubImage2D; PFNGLUNIFORM1IPROC Uniform1i; PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; PFNGLUSEPROGRAMPROC UseProgram; @@ -557,6 +579,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs; #define glCreateShader imgl3wProcs.gl.CreateShader #define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers #define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers #define glDeleteShader imgl3wProcs.gl.DeleteShader #define glDeleteTextures imgl3wProcs.gl.DeleteTextures #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays @@ -569,6 +592,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs; #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glFlush imgl3wProcs.gl.Flush #define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenSamplers imgl3wProcs.gl.GenSamplers #define glGenTextures imgl3wProcs.gl.GenTextures #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation @@ -589,10 +613,12 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs; #define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPolygonMode imgl3wProcs.gl.PolygonMode #define glReadPixels imgl3wProcs.gl.ReadPixels +#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri #define glScissor imgl3wProcs.gl.Scissor #define glShaderSource imgl3wProcs.gl.ShaderSource #define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D #define glUniform1i imgl3wProcs.gl.Uniform1i #define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv #define glUseProgram imgl3wProcs.gl.UseProgram @@ -620,7 +646,7 @@ extern "C" { #endif #include -static HMODULE libgl; +static HMODULE libgl = NULL; typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); static GL3WglGetProcAddr wgl_get_proc_address; @@ -633,7 +659,7 @@ static int open_libgl(void) return GL3W_OK; } -static void close_libgl(void) { FreeLibrary(libgl); } +static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; @@ -645,7 +671,7 @@ static GL3WglProc get_proc(const char *proc) #elif defined(__APPLE__) #include -static void *libgl; +static void *libgl = NULL; static int open_libgl(void) { libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); @@ -654,7 +680,7 @@ static int open_libgl(void) return GL3W_OK; } -static void close_libgl(void) { dlclose(libgl); } +static void close_libgl(void) { dlclose(libgl); libgl = NULL; } static GL3WglProc get_proc(const char *proc) { @@ -688,7 +714,11 @@ static void close_libgl(void) static int is_library_loaded(const char* name, void** lib) { +#if defined(__HAIKU__) + *lib = NULL; // no support for RTLD_NOLOAD on Haiku. +#else *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); +#endif return *lib != NULL; } @@ -822,6 +852,11 @@ int imgl3wInit2(GL3WGetProcAddressProc proc) return parse_version(); } +void imgl3wShutdown(void) +{ + close_libgl(); +} + int imgl3wIsSupported(int major, int minor) { if (major < 2) @@ -852,6 +887,7 @@ static const char *proc_names[] = { "glCreateShader", "glDeleteBuffers", "glDeleteProgram", + "glDeleteSamplers", "glDeleteShader", "glDeleteTextures", "glDeleteVertexArrays", @@ -864,6 +900,7 @@ static const char *proc_names[] = { "glEnableVertexAttribArray", "glFlush", "glGenBuffers", + "glGenSamplers", "glGenTextures", "glGenVertexArrays", "glGetAttribLocation", @@ -884,10 +921,12 @@ static const char *proc_names[] = { "glPixelStorei", "glPolygonMode", "glReadPixels", + "glSamplerParameteri", "glScissor", "glShaderSource", "glTexImage2D", "glTexParameteri", + "glTexSubImage2D", "glUniform1i", "glUniformMatrix4fv", "glUseProgram", diff --git a/third_party/imgui/backends/imgui_impl_osx.h b/third_party/imgui/backends/imgui_impl_osx.h index 4033ad93e8..ea2b4f492e 100644 --- a/third_party/imgui/backends/imgui_impl_osx.h +++ b/third_party/imgui/backends/imgui_impl_osx.h @@ -4,11 +4,11 @@ // - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). // [X] Platform: Mouse support. Can discriminate Mouse/Pen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -19,6 +19,7 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +#pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE @@ -27,6 +28,7 @@ @class NSEvent; @class NSView; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); @@ -41,6 +43,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); // #include #ifndef __OBJC__ +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); diff --git a/third_party/imgui/backends/imgui_impl_osx.mm b/third_party/imgui/backends/imgui_impl_osx.mm index fdd407f3ec..189dd53e65 100644 --- a/third_party/imgui/backends/imgui_impl_osx.mm +++ b/third_party/imgui/backends/imgui_impl_osx.mm @@ -4,11 +4,11 @@ // - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). // [X] Platform: Mouse support. Can discriminate Mouse/Pen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -29,9 +29,19 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-01-20: Removed notification observer when shutting down. (#8331) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. // 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. -// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice). // 2022-11-02: Fixed mouse coordinates before clicking the host window. // 2022-10-06: Fixed mouse inputs on flipped views. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). @@ -82,7 +92,7 @@ struct ImGui_ImplOSX_Data id Monitor; NSWindow* Window; - ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); } }; static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } @@ -100,6 +110,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + (id)_windowResizeNorthEastSouthWestCursor; + (id)_windowResizeNorthSouthCursor; + (id)_windowResizeEastWestCursor; ++ (id)busyButClickableCursor; @end /** @@ -254,7 +265,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); @end // Functions -static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) { switch (key_code) { @@ -392,6 +406,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { bool ImGui_ImplOSX_Init(NSView* view) { ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); @@ -412,24 +427,25 @@ bool ImGui_ImplOSX_Init(NSView* view) bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; - bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Wait] = bd->MouseCursors[ImGuiMouseCursor_Progress] = [NSCursor respondsToSelector:@selector(busyButClickableCursor)] ? [NSCursor busyButClickableCursor] : [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. - io.SetClipboardTextFn = [](void*, const char* str) -> void + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; }; - io.GetClipboardTextFn = [](void*) -> const char* + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; @@ -464,7 +480,7 @@ bool ImGui_ImplOSX_Init(NSView* view) [view addSubview:bd->KeyEventResponder]; ImGui_ImplOSX_AddTrackingArea(view); - io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) -> void { ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); if (data->WantVisible) @@ -488,6 +504,7 @@ void ImGui_ImplOSX_Shutdown() ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + [[NSNotificationCenter defaultCenter] removeObserver:bd->Observer]; bd->Observer = nullptr; if (bd->Monitor != nullptr) { @@ -498,9 +515,12 @@ void ImGui_ImplOSX_Shutdown() ImGui_ImplOSX_DestroyBackendData(); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad); + platform_io.ClearPlatformHandlers(); } static void ImGui_ImplOSX_UpdateMouseCursor() @@ -523,7 +543,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor() else { NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; - // -[NSCursor set] generates measureable overhead if called unconditionally. + // -[NSCursor set] generates measurable overhead if called unconditionally. if (desired != NSCursor.currentCursor) { [desired set]; @@ -539,8 +559,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor() static void ImGui_ImplOSX_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; #if APPLE_HAS_CONTROLLER GCController* controller = GCController.current; @@ -651,6 +669,9 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event) static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) { + // Only process events from the window containing ImGui view + if (event.window != view.window) + return false; ImGuiIO& io = ImGui::GetIO(); if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) @@ -776,8 +797,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) default: return io.WantCaptureKeyboard; } - - NSEventModifierFlags modifier_flags = [event modifierFlags]; io.AddKeyEvent(key, (modifier_flags & mask) != 0); io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) } diff --git a/third_party/imgui/backends/imgui_impl_sdl2.cpp b/third_party/imgui/backends/imgui_impl_sdl2.cpp index a18c013fd4..c2dae40536 100644 --- a/third_party/imgui/backends/imgui_impl_sdl2.cpp +++ b/third_party/imgui/backends/imgui_impl_sdl2.cpp @@ -6,9 +6,9 @@ // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -21,6 +21,30 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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) +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921) +// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) +// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) @@ -84,30 +108,43 @@ // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #endif // SDL #include #include -#if defined(__APPLE__) +#include // for snprintf() +#ifdef __APPLE__ #include #endif +#ifdef __EMSCRIPTEN__ +#include +#endif +#undef Status // X11 headers are leaking this. #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 #else #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) +#if SDL_HAS_VULKAN +#include +#endif // SDL Data struct ImGui_ImplSDL2_Data { SDL_Window* Window; + Uint32 WindowID; SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; + char BackendPlatformName[48]; // Mouse handling Uint32 MouseWindowID; @@ -116,6 +153,7 @@ struct ImGui_ImplSDL2_Data SDL_Cursor* MouseLastCursor; int MouseLastLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanUseCapture; // Gamepad handling ImVector Gamepads; @@ -135,7 +173,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() } // Functions -static const char* ImGui_ImplSDL2_GetClipboardText(void*) +static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->ClipboardTextData) @@ -144,13 +182,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) { SDL_SetClipboardText(text); } // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). -static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) +static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) { if (data->WantVisible) { @@ -163,7 +201,9 @@ static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa } } -static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) { switch (keycode) { @@ -182,17 +222,17 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) case SDLK_SPACE: return ImGuiKey_Space; case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_ESCAPE: return ImGuiKey_Escape; - case SDLK_QUOTE: return ImGuiKey_Apostrophe; + //case SDLK_QUOTE: return ImGuiKey_Apostrophe; case SDLK_COMMA: return ImGuiKey_Comma; - case SDLK_MINUS: return ImGuiKey_Minus; + //case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_PERIOD: return ImGuiKey_Period; - case SDLK_SLASH: return ImGuiKey_Slash; + //case SDLK_SLASH: return ImGuiKey_Slash; case SDLK_SEMICOLON: return ImGuiKey_Semicolon; - case SDLK_EQUALS: return ImGuiKey_Equal; - case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; - case SDLK_BACKSLASH: return ImGuiKey_Backslash; - case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; - case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; @@ -286,6 +326,25 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) case SDLK_F24: return ImGuiKey_F24; case SDLK_AC_BACK: return ImGuiKey_AppBack; case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; } return ImGuiKey_None; } @@ -299,6 +358,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); } +static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; +} + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. @@ -314,6 +379,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { case SDL_MOUSEMOTION: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); @@ -321,6 +388,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_MOUSEWHEEL: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! float wheel_x = -event->wheel.preciseX; @@ -329,7 +398,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) float wheel_x = -(float)event->wheel.x; float wheel_y = (float)event->wheel.y; #endif -#ifdef __EMSCRIPTEN__ +#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) wheel_x /= 100.0f; #endif io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); @@ -339,6 +408,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; int mouse_button = -1; if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } @@ -354,20 +425,28 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_TEXTINPUT: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr) + return false; ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); - ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", + // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); - io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. return true; } case SDL_WINDOWEVENT: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - However we won't get a correct LEAVE event for a captured window. // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, @@ -393,42 +472,63 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) bd->WantUpdateGamepadsList = true; return true; } + default: + break; } return false; } +#ifdef __EMSCRIPTEN__ +EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif + static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) { ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bool mouse_can_use_global_state = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - mouse_can_use_global_state = true; -#endif + // Obtain compiled and runtime versions + SDL_version ver_compiled; + SDL_version ver_runtime; + SDL_VERSION(&ver_compiled); + SDL_GetVersion(&ver_runtime); // Setup backend capabilities flags ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)", + ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch); io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_sdl2"; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = bd->BackendPlatformName; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; - bd->MouseCanUseGlobalState = mouse_can_use_global_state; - io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; - io.ClipboardUserData = nullptr; - io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCanUseCapture = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + platform_io.Platform_ClipboardUserData = nullptr; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; +#elif SDL_HAS_OPEN_URL + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; +#endif // Gamepad handling bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; @@ -443,12 +543,14 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // Set platform dependent data in viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)window; + main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; main_viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; SDL_VERSION(&info.version); @@ -529,6 +631,7 @@ void ImGui_ImplSDL2_Shutdown() ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); @@ -539,6 +642,7 @@ void ImGui_ImplSDL2_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + platform_io.ClearPlatformHandlers(); IM_DELETE(bd); } @@ -549,26 +653,43 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. + if (bd->MouseCanUseCapture) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + } + SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); #else + SDL_Window* focused_window = bd->Window; const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only #endif if (is_app_focused) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); - // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured) + // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. + SDL_Window* hovered_window = SDL_GetMouseFocus(); + const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; + if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { - int window_x, window_y, mouse_x_global, mouse_y_global; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(bd->Window, &window_x, &window_y); - io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + int mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } } @@ -599,6 +720,30 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() } } +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) +{ + return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); +} + +float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) +{ + const char* sdl_driver = SDL_GetCurrentVideoDriver(); + if (sdl_driver && strcmp(sdl_driver, "wayland") == 0) + return 1.0f; +#if SDL_HAS_PER_MONITOR_DPI +#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) + float dpi = 0.0f; + if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) + return dpi / 96.0f; +#endif +#endif + IM_UNUSED(display_index); + return 1.0f; +} + static void ImGui_ImplSDL2_CloseGamepads() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -614,7 +759,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_ ImGui_ImplSDL2_CloseGamepads(); if (mode == ImGui_ImplSDL2_GamepadMode_Manual) { - IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); for (int n = 0; n < manual_gamepads_count; n++) bd->Gamepads.push_back(manual_gamepads_array[n]); } @@ -668,9 +813,6 @@ static void ImGui_ImplSDL2_UpdateGamepads() bd->WantUpdateGamepadsList = false; } - // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; if (bd->Gamepads.Size == 0) return; @@ -704,25 +846,35 @@ static void ImGui_ImplSDL2_UpdateGamepads() ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); } +static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (renderer != nullptr) + SDL_GetRendererOutputSize(renderer, &display_w, &display_h); +#if SDL_HAS_VULKAN + else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN) + SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h); +#endif + else + SDL_GL_GetDrawableSize(window, &display_w, &display_h); + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); +} + void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - SDL_GetWindowSize(bd->Window, &w, &h); - if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) - w = h = 0; - if (bd->Renderer != nullptr) - SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); - else - SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) diff --git a/third_party/imgui/backends/imgui_impl_sdl2.h b/third_party/imgui/backends/imgui_impl_sdl2.h index 7020a29e06..3c0a4a7e4e 100644 --- a/third_party/imgui/backends/imgui_impl_sdl2.h +++ b/third_party/imgui/backends/imgui_impl_sdl2.h @@ -5,9 +5,9 @@ // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -27,6 +27,7 @@ struct SDL_Renderer; struct _SDL_GameController; typedef union SDL_Event SDL_Event; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); @@ -37,9 +38,13 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); +// DPI-related helpers (optional) +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window); +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index); + // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. // When using manual mode, caller is responsible for opening/closing gamepad. enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; -IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdl3.cpp b/third_party/imgui/backends/imgui_impl_sdl3.cpp index c90455f61f..8159295957 100644 --- a/third_party/imgui/backends/imgui_impl_sdl3.cpp +++ b/third_party/imgui/backends/imgui_impl_sdl3.cpp @@ -1,16 +1,14 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Missing features: -// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -22,6 +20,34 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054) +// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core). +// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786) +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414) +// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727) +// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible. +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) +// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. +// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807) +// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801) +// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) +// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762). // 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea(). // 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures. // 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents. @@ -44,11 +70,13 @@ // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #endif // SDL #include +#include // for snprintf() #if defined(__APPLE__) #include #endif @@ -77,12 +105,16 @@ struct ImGui_ImplSDL3_Data { SDL_Window* Window; + SDL_WindowID WindowID; SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; + char BackendPlatformName[48]; // IME handling SDL_Window* ImeWindow; + ImGuiPlatformImeData ImeData; + bool ImeDirty; // Mouse handling Uint32 MouseWindowID; @@ -91,6 +123,7 @@ struct ImGui_ImplSDL3_Data SDL_Cursor* MouseLastCursor; int MousePendingLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanUseCapture; // Gamepad handling ImVector Gamepads; @@ -109,8 +142,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplSDL3_UpdateIme(); + // Functions -static const char* ImGui_ImplSDL3_GetClipboardText(void*) +static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); if (bd->ClipboardTextData) @@ -119,20 +155,43 @@ static const char* ImGui_ImplSDL3_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) +static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) { SDL_SetClipboardText(text); } -static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - SDL_Window* window = (SDL_Window*)viewport->PlatformHandle; - if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL) + return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; +} + +static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->ImeData = *data; + bd->ImeDirty = true; + ImGui_ImplSDL3_UpdateIme(); +} + +// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus(). +static void ImGui_ImplSDL3_UpdateIme() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiPlatformImeData* data = &bd->ImeData; + SDL_Window* window = SDL_GetKeyboardFocus(); + + // Stop previous input + if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr) { SDL_StopTextInput(bd->ImeWindow); bd->ImeWindow = nullptr; } + if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL)) + return; + + // Start/update current input + bd->ImeDirty = false; if (data->WantVisible) { SDL_Rect r; @@ -141,13 +200,38 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlat r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputArea(window, &r, 0); - SDL_StartTextInput(window); bd->ImeWindow = window; } + if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput)) + SDL_StartTextInput(window); } -static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) { + // Keypad doesn't have individual key values in SDL3 + switch (scancode) + { + case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0; + case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1; + case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2; + case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3; + case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4; + case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5; + case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6; + case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7; + case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8; + case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9; + case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual; + default: break; + } switch (keycode) { case SDLK_TAB: return ImGuiKey_Tab; @@ -165,39 +249,22 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) case SDLK_SPACE: return ImGuiKey_Space; case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_ESCAPE: return ImGuiKey_Escape; - case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; + //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; case SDLK_COMMA: return ImGuiKey_Comma; - case SDLK_MINUS: return ImGuiKey_Minus; + //case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_PERIOD: return ImGuiKey_Period; - case SDLK_SLASH: return ImGuiKey_Slash; + //case SDLK_SLASH: return ImGuiKey_Slash; case SDLK_SEMICOLON: return ImGuiKey_Semicolon; - case SDLK_EQUALS: return ImGuiKey_Equal; - case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; - case SDLK_BACKSLASH: return ImGuiKey_Backslash; - case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; - case SDLK_GRAVE: return ImGuiKey_GraveAccent; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_GRAVE: return ImGuiKey_GraveAccent; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; case SDLK_PAUSE: return ImGuiKey_Pause; - case SDLK_KP_0: return ImGuiKey_Keypad0; - case SDLK_KP_1: return ImGuiKey_Keypad1; - case SDLK_KP_2: return ImGuiKey_Keypad2; - case SDLK_KP_3: return ImGuiKey_Keypad3; - case SDLK_KP_4: return ImGuiKey_Keypad4; - case SDLK_KP_5: return ImGuiKey_Keypad5; - case SDLK_KP_6: return ImGuiKey_Keypad6; - case SDLK_KP_7: return ImGuiKey_Keypad7; - case SDLK_KP_8: return ImGuiKey_Keypad8; - case SDLK_KP_9: return ImGuiKey_Keypad9; - case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; - case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; - case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; - case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; - case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; - case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; - case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; case SDLK_LCTRL: return ImGuiKey_LeftCtrl; case SDLK_LSHIFT: return ImGuiKey_LeftShift; case SDLK_LALT: return ImGuiKey_LeftAlt; @@ -217,32 +284,32 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) case SDLK_7: return ImGuiKey_7; case SDLK_8: return ImGuiKey_8; case SDLK_9: return ImGuiKey_9; - case SDLK_a: return ImGuiKey_A; - case SDLK_b: return ImGuiKey_B; - case SDLK_c: return ImGuiKey_C; - case SDLK_d: return ImGuiKey_D; - case SDLK_e: return ImGuiKey_E; - case SDLK_f: return ImGuiKey_F; - case SDLK_g: return ImGuiKey_G; - case SDLK_h: return ImGuiKey_H; - case SDLK_i: return ImGuiKey_I; - case SDLK_j: return ImGuiKey_J; - case SDLK_k: return ImGuiKey_K; - case SDLK_l: return ImGuiKey_L; - case SDLK_m: return ImGuiKey_M; - case SDLK_n: return ImGuiKey_N; - case SDLK_o: return ImGuiKey_O; - case SDLK_p: return ImGuiKey_P; - case SDLK_q: return ImGuiKey_Q; - case SDLK_r: return ImGuiKey_R; - case SDLK_s: return ImGuiKey_S; - case SDLK_t: return ImGuiKey_T; - case SDLK_u: return ImGuiKey_U; - case SDLK_v: return ImGuiKey_V; - case SDLK_w: return ImGuiKey_W; - case SDLK_x: return ImGuiKey_X; - case SDLK_y: return ImGuiKey_Y; - case SDLK_z: return ImGuiKey_Z; + case SDLK_A: return ImGuiKey_A; + case SDLK_B: return ImGuiKey_B; + case SDLK_C: return ImGuiKey_C; + case SDLK_D: return ImGuiKey_D; + case SDLK_E: return ImGuiKey_E; + case SDLK_F: return ImGuiKey_F; + case SDLK_G: return ImGuiKey_G; + case SDLK_H: return ImGuiKey_H; + case SDLK_I: return ImGuiKey_I; + case SDLK_J: return ImGuiKey_J; + case SDLK_K: return ImGuiKey_K; + case SDLK_L: return ImGuiKey_L; + case SDLK_M: return ImGuiKey_M; + case SDLK_N: return ImGuiKey_N; + case SDLK_O: return ImGuiKey_O; + case SDLK_P: return ImGuiKey_P; + case SDLK_Q: return ImGuiKey_Q; + case SDLK_R: return ImGuiKey_R; + case SDLK_S: return ImGuiKey_S; + case SDLK_T: return ImGuiKey_T; + case SDLK_U: return ImGuiKey_U; + case SDLK_V: return ImGuiKey_V; + case SDLK_W: return ImGuiKey_W; + case SDLK_X: return ImGuiKey_X; + case SDLK_Y: return ImGuiKey_Y; + case SDLK_Z: return ImGuiKey_Z; case SDLK_F1: return ImGuiKey_F1; case SDLK_F2: return ImGuiKey_F2; case SDLK_F3: return ImGuiKey_F3; @@ -269,6 +336,25 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) case SDLK_F24: return ImGuiKey_F24; case SDLK_AC_BACK: return ImGuiKey_AppBack; case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; } return ImGuiKey_None; } @@ -297,6 +383,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) { case SDL_EVENT_MOUSE_MOTION: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); @@ -304,12 +392,11 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_MOUSE_WHEEL: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); float wheel_x = -event->wheel.x; float wheel_y = event->wheel.y; - #ifdef __EMSCRIPTEN__ - wheel_x /= 100.0f; - #endif io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseWheelEvent(wheel_x, wheel_y); return true; @@ -317,6 +404,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; int mouse_button = -1; if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } @@ -332,20 +421,28 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_TEXT_INPUT: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr) + return false; ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); - ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.key); + //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n", + // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod); + ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); - io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. return true; } case SDL_EVENT_WINDOW_MOUSE_ENTER: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; bd->MouseWindowID = event->window.windowID; bd->MousePendingLeaveFrame = 0; return true; @@ -356,33 +453,39 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) // FIXME: Unconfirmed whether this is still needed with SDL3. case SDL_EVENT_WINDOW_MOUSE_LEAVE: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; return true; } case SDL_EVENT_WINDOW_FOCUS_GAINED: - io.AddFocusEvent(true); - return true; case SDL_EVENT_WINDOW_FOCUS_LOST: - io.AddFocusEvent(false); + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); return true; + } case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: { bd->WantUpdateGamepadsList = true; return true; } + default: + break; } return false; } static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) { - viewport->PlatformHandle = window; + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); viewport->PlatformHandleRaw = nullptr; -#if defined(__WIN32__) && !defined(__WINRT__) - viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr); -#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) - viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr); +#if defined(_WIN32) && !defined(__WINRT__) + viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr); #endif } @@ -393,32 +496,38 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_UNUSED(sdl_gl_context); // Unused in this branch - // Check and store if we are on a SDL backend that supports global mouse position - // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) - bool mouse_can_use_global_state = false; -#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - const char* sdl_backend = SDL_GetCurrentVideoDriver(); - const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) - if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - mouse_can_use_global_state = true; -#endif + const int ver_linked = SDL_GetVersion(); // Setup backend capabilities flags ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)", + SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked)); io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_sdl3"; + io.BackendPlatformName = bd->BackendPlatformName; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; - bd->MouseCanUseGlobalState = mouse_can_use_global_state; - io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; - io.ClipboardUserData = nullptr; - io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCanUseCapture = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); }; // Gamepad handling bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; @@ -433,6 +542,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); // Set platform dependent data in viewport @@ -486,6 +597,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere return ImGui_ImplSDL3_Init(window, renderer, nullptr); } +bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) { return ImGui_ImplSDL3_Init(window, nullptr, nullptr); @@ -498,6 +614,7 @@ void ImGui_ImplSDL3_Shutdown() ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); @@ -508,6 +625,7 @@ void ImGui_ImplSDL3_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + platform_io.ClearPlatformHandlers(); IM_DELETE(bd); } @@ -518,8 +636,17 @@ static void ImGui_ImplSDL3_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture. + if (bd->MouseCanUseCapture) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture); + } + SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); #else @@ -528,19 +655,24 @@ static void ImGui_ImplSDL3_UpdateMouseData() #endif if (is_app_focused) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); - // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) + // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. + SDL_Window* hovered_window = SDL_GetMouseFocus(); + const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); + if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) - float mouse_x_global, mouse_y_global; + float mouse_x, mouse_y; int window_x, window_y; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); SDL_GetWindowPosition(focused_window, &window_x, &window_y); - io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y); + mouse_x -= window_x; + mouse_y -= window_y; + io.AddMousePosEvent(mouse_x, mouse_y); } } } @@ -586,7 +718,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad* ImGui_ImplSDL3_CloseGamepads(); if (mode == ImGui_ImplSDL3_GamepadMode_Manual) { - IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); for (int n = 0; n < manual_gamepads_count; n++) bd->Gamepads.push_back(manual_gamepads_array[n]); } @@ -637,13 +769,10 @@ static void ImGui_ImplSDL3_UpdateGamepads() if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) break; } - SDL_free(sdl_gamepads); bd->WantUpdateGamepadsList = false; + SDL_free(sdl_gamepads); } - // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; if (bd->Gamepads.Size == 0) return; @@ -677,24 +806,39 @@ static void ImGui_ImplSDL3_UpdateGamepads() ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); } +static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + SDL_GetWindowSize(window, &w, &h); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + +#if defined(__APPLE__) + float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703) + float fb_scale_y = fb_scale_x; +#else + int display_w, display_h; + SDL_GetWindowSizeInPixels(window, &display_w, &display_h); + float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f; + float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f; +#endif + + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y); +} + void ImGui_ImplSDL3_NewFrame() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); ImGuiIO& io = ImGui::GetIO(); - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - SDL_GetWindowSize(bd->Window, &w, &h); - if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) - w = h = 0; - SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); - // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // Setup time step (we could also use SDL_GetTicksNS() available since SDL3) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); @@ -712,6 +856,7 @@ void ImGui_ImplSDL3_NewFrame() ImGui_ImplSDL3_UpdateMouseData(); ImGui_ImplSDL3_UpdateMouseCursor(); + ImGui_ImplSDL3_UpdateIme(); // Update game controllers (if enabled and available) ImGui_ImplSDL3_UpdateGamepads(); diff --git a/third_party/imgui/backends/imgui_impl_sdl3.h b/third_party/imgui/backends/imgui_impl_sdl3.h index eafb347494..a822a259bf 100644 --- a/third_party/imgui/backends/imgui_impl_sdl3.h +++ b/third_party/imgui/backends/imgui_impl_sdl3.h @@ -1,16 +1,14 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Missing features: -// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -29,11 +27,13 @@ struct SDL_Renderer; struct SDL_Gamepad; typedef union SDL_Event SDL_Event; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); @@ -42,6 +42,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. // When using manual mode, caller is responsible for opening/closing gamepad. enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; -IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp b/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp new file mode 100644 index 0000000000..8d8f0a4c45 --- /dev/null +++ b/third_party/imgui/backends/imgui_impl_sdlgpu3.cpp @@ -0,0 +1,664 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +// CHANGELOG +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created. +// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) +// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler. +// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). +// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. +// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). +// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. +// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlgpu3.h" +#include "imgui_impl_sdlgpu3_shaders.h" + +// SDL_GPU Data + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() +struct ImGui_ImplSDLGPU3_FrameData +{ + SDL_GPUBuffer* VertexBuffer = nullptr; + SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr; + uint32_t VertexBufferSize = 0; + SDL_GPUBuffer* IndexBuffer = nullptr; + SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr; + uint32_t IndexBufferSize = 0; +}; + +struct ImGui_ImplSDLGPU3_Data +{ + ImGui_ImplSDLGPU3_InitInfo InitInfo; + + // Graphics pipeline & shaders + SDL_GPUShader* VertexShader = nullptr; + SDL_GPUShader* FragmentShader = nullptr; + SDL_GPUGraphicsPipeline* Pipeline = nullptr; + SDL_GPUSampler* TexSamplerLinear = nullptr; + SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; + uint32_t TexTransferBufferSize = 0; + + // Frame data for main window + ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; +}; + +// Forward Declarations +static void ImGui_ImplSDLGPU3_DestroyFrameData(); + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support has never been tested. +static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, 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(); + render_state->SamplerCurrent = bd->TexSamplerLinear; + + // Bind graphics pipeline + SDL_BindGPUGraphicsPipeline(render_pass, pipeline); + + // Bind Vertex And Index Buffers + if (draw_data->TotalVtxCount > 0) + { + SDL_GPUBufferBinding vertex_buffer_binding = {}; + vertex_buffer_binding.buffer = fd->VertexBuffer; + vertex_buffer_binding.offset = 0; + SDL_GPUBufferBinding index_buffer_binding = {}; + index_buffer_binding.buffer = fd->IndexBuffer; + index_buffer_binding.offset = 0; + SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); + SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT); + } + + // Setup viewport + SDL_GPUViewport viewport = {}; + viewport.x = 0; + viewport.y = 0; + viewport.w = (float)fb_width; + viewport.h = (float)fb_height; + viewport.min_depth = 0.0f; + viewport.max_depth = 1.0f; + SDL_SetGPUViewport(render_pass, &viewport); + + // Setup scale and translation + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + struct UBO { float scale[2]; float translation[2]; } ubo; + ubo.scale[0] = 2.0f / draw_data->DisplaySize.x; + ubo.scale[1] = 2.0f / draw_data->DisplaySize.y; + ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0]; + ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1]; + SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO)); +} + +static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + // FIXME-OPT: Not optimal, but this is fairly rarely called. + SDL_WaitForGPUIdle(v->Device); + SDL_ReleaseGPUBuffer(v->Device, *buffer); + SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); + + SDL_GPUBufferCreateInfo buffer_info = {}; + buffer_info.usage = usage; + buffer_info.size = new_size; + buffer_info.props = 0; + *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info); + *old_size = new_size; + IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information"); + + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = new_size; + *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information"); +} + +// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound! +// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example), +// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering. +void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLGPU3_UpdateTexture(tex); + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); + uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) + CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); + if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) + CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); + + ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true); + ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true); + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); + SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); + + SDL_GPUTransferBufferLocation vertex_buffer_location = {}; + vertex_buffer_location.offset = 0; + vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer; + SDL_GPUTransferBufferLocation index_buffer_location = {}; + index_buffer_location.offset = 0; + index_buffer_location.transfer_buffer = fd->IndexTransferBuffer; + + SDL_GPUBufferRegion vertex_buffer_region = {}; + vertex_buffer_region.buffer = fd->VertexBuffer; + vertex_buffer_region.offset = 0; + vertex_buffer_region.size = vertex_size; + + SDL_GPUBufferRegion index_buffer_region = {}; + index_buffer_region.buffer = fd->IndexBuffer; + index_buffer_region.offset = 0; + index_buffer_region.size = index_size; + + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer); + SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true); + SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true); + SDL_EndGPUCopyPass(copy_pass); +} + +void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + if (pipeline == nullptr) + pipeline = bd->Pipeline; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLGPU3_RenderState render_state; + render_state.Device = bd->InitInfo.Device; + render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear; + platform_io.Renderer_RenderState = &render_state; + + 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) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + SDL_Rect scissor_rect = {}; + scissor_rect.x = (int)clip_min.x; + scissor_rect.y = (int)clip_min.y; + scissor_rect.w = (int)(clip_max.x - clip_min.x); + scissor_rect.h = (int)(clip_max.y - clip_min.y); + SDL_SetGPUScissor(render_pass,&scissor_rect); + + // Bind DescriptorSet with font or user texture + SDL_GPUTextureSamplerBinding texture_sampler_binding; + texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID(); + texture_sampler_binding.sampler = render_state.SamplerCurrent; + SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1); + + // Draw + // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'. + // Any code loading custom texture using this backend needs to be updated. + SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called. + // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + SDL_Rect scissor_rect { 0, 0, fb_width, fb_height }; + SDL_SetGPUScissor(render_pass, &scissor_rect); +} + +static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + 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); + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + SDL_GPUTextureCreateInfo texture_info = {}; + texture_info.type = SDL_GPU_TEXTURETYPE_2D; + texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; + texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; + texture_info.width = tex->Width; + texture_info.height = tex->Height; + texture_info.layer_count_or_depth = 1; + texture_info.num_levels = 1; + texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; + + SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info); + IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)raw_tex); + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID(); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + uint32_t upload_pitch = upload_w * tex->BytesPerPixel; + uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel; + + // Create transfer buffer + if (bd->TexTransferBufferSize < upload_size) + { + SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = upload_size + 1024; + bd->TexTransferBufferSize = upload_size + 1024; + bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information"); + } + + // Copy to transfer buffer + { + void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true); + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch); + SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + } + + SDL_GPUTextureTransferInfo transfer_info = {}; + transfer_info.offset = 0; + transfer_info.transfer_buffer = bd->TexTransferBuffer; + + SDL_GPUTextureRegion texture_region = {}; + texture_region.texture = raw_tex; + texture_region.x = (Uint32)upload_x; + texture_region.y = (Uint32)upload_y; + texture_region.w = (Uint32)upload_w; + texture_region.h = (Uint32)upload_h; + texture_region.d = 1; + + // Upload + { + SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); + SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); + SDL_EndGPUCopyPass(copy_pass); + SDL_SubmitGPUCommandBuffer(cmd); + } + + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplSDLGPU3_DestroyTexture(tex); +} + +static void ImGui_ImplSDLGPU3_CreateShaders() +{ + // Create the shader modules + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + const char* driver = SDL_GetGPUDeviceDriver(v->Device); + + SDL_GPUShaderCreateInfo vertex_shader_info = {}; + vertex_shader_info.entrypoint = "main"; + vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX; + vertex_shader_info.num_uniform_buffers = 1; + vertex_shader_info.num_storage_buffers = 0; + vertex_shader_info.num_storage_textures = 0; + vertex_shader_info.num_samplers = 0; + + SDL_GPUShaderCreateInfo fragment_shader_info = {}; + fragment_shader_info.entrypoint = "main"; + fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; + fragment_shader_info.num_samplers = 1; + fragment_shader_info.num_storage_buffers = 0; + fragment_shader_info.num_storage_textures = 0; + fragment_shader_info.num_uniform_buffers = 0; + + if (strcmp(driver, "vulkan") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + vertex_shader_info.code = spirv_vertex; + vertex_shader_info.code_size = sizeof(spirv_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + fragment_shader_info.code = spirv_fragment; + fragment_shader_info.code_size = sizeof(spirv_fragment); + } + else if (strcmp(driver, "direct3d12") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + vertex_shader_info.code = dxbc_vertex; + vertex_shader_info.code_size = sizeof(dxbc_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + fragment_shader_info.code = dxbc_fragment; + fragment_shader_info.code_size = sizeof(dxbc_fragment); + } +#ifdef __APPLE__ + else + { + vertex_shader_info.entrypoint = "main0"; + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + vertex_shader_info.code = metallib_vertex; + vertex_shader_info.code_size = sizeof(metallib_vertex); + fragment_shader_info.entrypoint = "main0"; + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + fragment_shader_info.code = metallib_fragment; + fragment_shader_info.code_size = sizeof(metallib_fragment); + } +#endif + bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); + bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info); + IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information"); + IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information"); +} + +static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + ImGui_ImplSDLGPU3_CreateShaders(); + + SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; + vertex_buffer_desc[0].slot = 0; + vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; + vertex_buffer_desc[0].instance_step_rate = 0; + vertex_buffer_desc[0].pitch = sizeof(ImDrawVert); + + SDL_GPUVertexAttribute vertex_attributes[3]; + vertex_attributes[0].buffer_slot = 0; + vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[0].location = 0; + vertex_attributes[0].offset = offsetof(ImDrawVert,pos); + + vertex_attributes[1].buffer_slot = 0; + vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[1].location = 1; + vertex_attributes[1].offset = offsetof(ImDrawVert, uv); + + vertex_attributes[2].buffer_slot = 0; + vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM; + vertex_attributes[2].location = 2; + vertex_attributes[2].offset = offsetof(ImDrawVert, col); + + SDL_GPUVertexInputState vertex_input_state = {}; + vertex_input_state.num_vertex_attributes = 3; + vertex_input_state.vertex_attributes = vertex_attributes; + vertex_input_state.num_vertex_buffers = 1; + vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc; + + SDL_GPURasterizerState rasterizer_state = {}; + rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL; + rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; + rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE; + rasterizer_state.enable_depth_bias = false; + rasterizer_state.enable_depth_clip = false; + + SDL_GPUMultisampleState multisample_state = {}; + multisample_state.sample_count = v->MSAASamples; + multisample_state.enable_mask = false; + + SDL_GPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.enable_depth_test = false; + depth_stencil_state.enable_depth_write = false; + depth_stencil_state.enable_stencil_test = false; + + SDL_GPUColorTargetBlendState blend_state = {}; + blend_state.enable_blend = true; + blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA; + blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE; + blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A; + + SDL_GPUColorTargetDescription color_target_desc[1]; + color_target_desc[0].format = v->ColorTargetFormat; + color_target_desc[0].blend_state = blend_state; + + SDL_GPUGraphicsPipelineTargetInfo target_info = {}; + target_info.num_color_targets = 1; + target_info.color_target_descriptions = color_target_desc; + target_info.has_depth_stencil_target = false; + + SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {}; + pipeline_info.vertex_shader = bd->VertexShader; + pipeline_info.fragment_shader = bd->FragmentShader; + pipeline_info.vertex_input_state = vertex_input_state; + pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; + pipeline_info.rasterizer_state = rasterizer_state; + pipeline_info.multisample_state = multisample_state; + pipeline_info.depth_stencil_state = depth_stencil_state; + pipeline_info.target_info = target_info; + + bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info); + IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); +} + +void ImGui_ImplSDLGPU3_CreateDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + + if (bd->TexSamplerLinear == nullptr) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + SDL_GPUSamplerCreateInfo sampler_info = {}; + sampler_info.min_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; + sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.mip_lod_bias = 0.0f; + sampler_info.min_lod = -1000.0f; + sampler_info.max_lod = 1000.0f; + sampler_info.enable_anisotropy = false; + sampler_info.max_anisotropy = 1.0f; + sampler_info.enable_compare = false; + + bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info); + IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); + } + + ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); +} + +void ImGui_ImplSDLGPU3_DestroyFrameData() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer); + SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); + fd->VertexBuffer = fd->IndexBuffer = nullptr; + fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr; + fd->VertexBufferSize = fd->IndexBufferSize = 0; +} + +void ImGui_ImplSDLGPU3_DestroyDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_DestroyFrameData(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplSDLGPU3_DestroyTexture(tex); + if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } + if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } + if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } + if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; } + if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } +} + +bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlgpu3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + IM_ASSERT(info->Device != nullptr); + IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); + + bd->InitInfo = *info; + + return true; +} + +void ImGui_ImplSDLGPU3_Shutdown() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplSDLGPU3_NewFrame() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); + + if (!bd->TexSamplerLinear) + ImGui_ImplSDLGPU3_CreateDeviceObjects(); +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdlgpu3.h b/third_party/imgui/backends/imgui_impl_sdlgpu3.h new file mode 100644 index 0000000000..cde9c5fe78 --- /dev/null +++ b/third_party/imgui/backends/imgui_impl_sdlgpu3.h @@ -0,0 +1,64 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include + +// Initialization data, for ImGui_ImplSDLGPU_Init() +// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value +struct ImGui_ImplSDLGPU3_InitInfo +{ + SDL_GPUDevice* Device = nullptr; + SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; + SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; + SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. + SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode. +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLGPU3_RenderState +{ + SDL_GPUDevice* Device; + SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering) + SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback) +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdlgpu3_shaders.h b/third_party/imgui/backends/imgui_impl_sdlgpu3_shaders.h new file mode 100644 index 0000000000..f792aa6abd --- /dev/null +++ b/third_party/imgui/backends/imgui_impl_sdlgpu3_shaders.h @@ -0,0 +1,372 @@ +#pragma once +#ifndef IMGUI_DISABLE +#include + +// Data exported using +// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h +// With some manual pasting. + +// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them +const uint8_t spirv_vertex[1732] = { + 3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109, + 97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101, + 95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0, + 0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114, + 0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28, + 0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108, + 95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0, + 0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0, + 0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0, + 0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35, + 0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6, + 0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0, + 0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0, + 4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25, + 0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0, + 59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4, + 0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248, + 0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0, + 0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0, + 39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42, + 0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0, + 0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0, + 13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0, +}; +const uint8_t spirv_fragment[844] = { + 3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97, + 105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100, + 105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5, + 0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5, + 0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0, + 0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23, + 0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0, + 14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0, + 0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65, + 0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0, + 0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0, +}; + +const uint8_t dxbc_vertex[1064] = { + 68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0, + 0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, + 0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0, + 0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97, + 108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114, + 111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0, + 0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83, + 71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0, + 0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0, + 0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2, + 0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0, + 26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t dxbc_fragment[744] = { + 68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2, + 0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0, + 0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115, + 84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78, + 68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0, + 0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48, + 0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0, + 0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30, + 16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; + +#ifdef __APPLE__ +#include +#if TARGET_OS_MAC +const uint8_t metallib_vertex[3892] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100, + 26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84, + 69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23, + 11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73, + 6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136, + 32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32, + 36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34, + 8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218, + 192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29, + 202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116, + 208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116, + 160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32, + 7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6, + 246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208, + 6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112, + 32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17, + 76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136, + 67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204, + 120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194, + 97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120, + 135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129, + 29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104, + 7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225, + 29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1, + 30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152, + 129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59, + 212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224, + 14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120, + 7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119, + 248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152, + 6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104, + 97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120, + 95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109, + 97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109, + 112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54, + 56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115, + 116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101, + 97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97, + 116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112, + 111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105, + 110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100, + 97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115, + 108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104, + 67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130, + 144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51, + 12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160, + 194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114, + 176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129, + 27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179, + 185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92, + 216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206, + 197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193, + 29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156, + 195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80, + 15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37, + 64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89, + 0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105, + 110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228, + 66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89, + 48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148, + 240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0, + 1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54, + 52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3787] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0, + 224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191, + 155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68, + 84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33, + 12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192, + 135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7, + 118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230, + 96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208, + 6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16, + 7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160, + 7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42, + 160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69, + 80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12, + 230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122, + 112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60, + 188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121, + 152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67, + 57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238, + 0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80, + 36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195, + 59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210, + 65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88, + 135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225, + 23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16, + 14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121, + 32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71, + 6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114, + 97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114, + 46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114, + 101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101, + 114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100, + 101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109, + 112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114, + 46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110, + 116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108, + 111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110, + 100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114, + 46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208, + 20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164, + 193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27, + 64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3, + 33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128, + 130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15, + 114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54, + 184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122, + 88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231, + 80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32, + 28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148, + 67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0, + 97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114, + 45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88, + 135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37, + 0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0, + 0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3, + 148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97, + 112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +#elif TARGET_OS_IPHONE +const uint8_t metallib_vertex[3876] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111, + 77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68, + 84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192, + 23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200, + 4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70, + 136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92, + 32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12, + 34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28, + 218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128, + 29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14, + 113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122, + 96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64, + 7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15, + 121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114, + 80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109, + 224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9, + 38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195, + 140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112, + 7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137, + 59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95, + 8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144, + 67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24, + 135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24, + 81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33, + 29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236, + 192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180, + 113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48, + 35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135, + 119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135, + 119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139, + 210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122, + 101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116, + 97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120, + 116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115, + 65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97, + 108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104, + 95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101, + 114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46, + 97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105, + 111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97, + 80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97, + 100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97, + 105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116, + 97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195, + 160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40, + 51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1, + 27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176, + 65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224, + 6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148, + 164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182, + 48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177, + 43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230, + 33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56, + 180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244, + 128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212, + 115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110, + 105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97, + 105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134, + 192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194, + 6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0, + 0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0, + 0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112, + 108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3771] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208, + 13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159, + 244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84, + 69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12, + 0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131, + 56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7, + 118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7, + 122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116, + 128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120, + 160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32, + 7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128, + 0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229, + 83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244, + 128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32, + 135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204, + 240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14, + 238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67, + 56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228, + 144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104, + 7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67, + 57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216, + 225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236, + 96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33, + 29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192, + 14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114, + 30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180, + 40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109, + 97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116, + 104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114, + 105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32, + 51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115, + 95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114, + 97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121, + 112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116, + 117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40, + 108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46, + 115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101, + 114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28, + 35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112, + 168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89, + 23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165, + 112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205, + 165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202, + 228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237, + 205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176, + 67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135, + 112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28, + 200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0, + 49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115, + 45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99, + 111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0, + 96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0, + 0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0, + 0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110, + 48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115, + 49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +#elif TARGET_IPHONE_SIMULATOR +#error "SDL_GPU does not support the iphone simulator" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp b/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp index 3d538dfe78..e03d13115c 100644 --- a/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp +++ b/third_party/imgui/backends/imgui_impl_sdlrenderer2.cpp @@ -1,15 +1,19 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,6 +24,10 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 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. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -37,6 +45,8 @@ #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe #endif // SDL @@ -49,7 +59,7 @@ struct ImGui_ImplSDLRenderer2_Data { SDL_Renderer* Renderer; // Main viewport's renderer - SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -73,6 +83,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->Renderer = renderer; @@ -84,49 +95,56 @@ 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; + 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 + // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. - SDL_RenderSetViewport(renderer, nullptr); - SDL_RenderSetClipRect(renderer, nullptr); + SDL_RenderSetViewport(renderer, nullptr); + SDL_RenderSetClipRect(renderer, nullptr); } void ImGui_ImplSDLRenderer2_NewFrame() { ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplSDLRenderer2_CreateDeviceObjects(); + IM_UNUSED(bd); } void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) { - // If there's a scale factor set by the user, use that instead + // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. float rsx = 1.0f; - float rsy = 1.0f; - SDL_RenderGetScale(renderer, &rsx, &rsy); + float rsy = 1.0f; + SDL_RenderGetScale(renderer, &rsx, &rsy); ImVec2 render_scale; - render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; - render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); - int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); - if (fb_width == 0 || fb_height == 0) - return; + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer2_UpdateTexture(tex); // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState @@ -140,21 +158,28 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* SDL_RenderGetViewport(renderer, &old.Viewport); SDL_RenderGetClipRect(renderer, &old.ClipRect); - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = render_scale; + // Setup desired state + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer2_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; // Render command lists - ImGui_ImplSDLRenderer2_SetupRenderState(renderer); - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() @@ -162,7 +187,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplSDLRenderer2_SetupRenderState(renderer); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -188,71 +213,82 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* #endif // Bind texture, Draw - SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_RenderGeometryRaw(renderer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert), - cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + draw_list->VtxBuffer.Size - pcmd->VtxOffset, idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); } } } + platform_io.Renderer_RenderState = nullptr; // Restore modified SDL_Renderer state SDL_RenderSetViewport(renderer, &old.Viewport); SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); } -// Called by Init/NewFrame/Shutdown -bool ImGui_ImplSDLRenderer2_CreateFontsTexture() +void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); - if (bd->FontTexture == nullptr) + if (tex->Status == ImTextureStatus_WantCreate) { - SDL_Log("error creating texture"); - return false; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); } - SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); - SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); - SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - return true; -} - -void ImGui_ImplSDLRenderer2_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - if (bd->FontTexture) + else if (tex->Status == ImTextureStatus_WantUpdates) { - io.Fonts->SetTexID(0); - SDL_DestroyTexture(bd->FontTexture); - bd->FontTexture = nullptr; + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + 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); + tex->SetStatus(ImTextureStatus_Destroyed); } } -bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() +void ImGui_ImplSDLRenderer2_CreateDeviceObjects() { - return ImGui_ImplSDLRenderer2_CreateFontsTexture(); } void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() { - ImGui_ImplSDLRenderer2_DestroyFontsTexture(); + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer2_UpdateTexture(tex); + } } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer2.h b/third_party/imgui/backends/imgui_impl_sdlrenderer2.h index aee40524d3..a62e609278 100644 --- a/third_party/imgui/backends/imgui_impl_sdlrenderer2.h +++ b/third_party/imgui/backends/imgui_impl_sdlrenderer2.h @@ -1,15 +1,19 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -25,15 +29,25 @@ struct SDL_Renderer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer2_RenderState +{ + SDL_Renderer* Renderer; +}; + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp b/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp index 8ba262548d..38a4383c2c 100644 --- a/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp +++ b/third_party/imgui/backends/imgui_impl_sdlrenderer3.cpp @@ -1,15 +1,19 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,6 +24,10 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 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. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. @@ -34,6 +42,8 @@ #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe #endif // SDL @@ -46,7 +56,6 @@ struct ImGui_ImplSDLRenderer3_Data { SDL_Renderer* Renderer; // Main viewport's renderer - SDL_Texture* FontTexture; ImVector ColorBuffer; ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -72,6 +81,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer3"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->Renderer = renderer; @@ -83,30 +93,30 @@ 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; + 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 + // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. - SDL_SetRenderViewport(renderer, nullptr); - SDL_SetRenderClipRect(renderer, nullptr); + SDL_SetRenderViewport(renderer, nullptr); + SDL_SetRenderClipRect(renderer, nullptr); } void ImGui_ImplSDLRenderer3_NewFrame() { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplSDLRenderer3_CreateDeviceObjects(); + IM_UNUSED(bd); } // https://github.com/libsdl-org/SDL/issues/9009 @@ -131,21 +141,28 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - // If there's a scale factor set by the user, use that instead + // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. float rsx = 1.0f; - float rsy = 1.0f; - SDL_GetRenderScale(renderer, &rsx, &rsy); + float rsy = 1.0f; + SDL_GetRenderScale(renderer, &rsx, &rsy); ImVec2 render_scale; - render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; - render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); - int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); - if (fb_width == 0 || fb_height == 0) - return; + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer3_UpdateTexture(tex); // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState @@ -156,26 +173,33 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* SDL_Rect ClipRect; }; BackupSDLRendererState old = {}; - old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE; - old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE; + old.ViewportEnabled = SDL_RenderViewportSet(renderer); + old.ClipEnabled = SDL_RenderClipEnabled(renderer); SDL_GetRenderViewport(renderer, &old.Viewport); SDL_GetRenderClipRect(renderer, &old.ClipRect); - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = render_scale; + // Setup desired state + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer3_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; // Render command lists - ImGui_ImplSDLRenderer3_SetupRenderState(renderer); - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() @@ -183,7 +207,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplSDLRenderer3_SetupRenderState(renderer); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -205,71 +229,82 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ // Bind texture, Draw - SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert), - cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + draw_list->VtxBuffer.Size - pcmd->VtxOffset, idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); } } } + platform_io.Renderer_RenderState = nullptr; // Restore modified SDL_Renderer state SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); } -// Called by Init/NewFrame/Shutdown -bool ImGui_ImplSDLRenderer3_CreateFontsTexture() +void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); - if (bd->FontTexture == nullptr) + if (tex->Status == ImTextureStatus_WantCreate) { - SDL_Log("error creating texture"); - return false; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); } - SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); - SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); - SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - return true; -} - -void ImGui_ImplSDLRenderer3_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - if (bd->FontTexture) + else if (tex->Status == ImTextureStatus_WantUpdates) { - io.Fonts->SetTexID(0); - SDL_DestroyTexture(bd->FontTexture); - bd->FontTexture = nullptr; + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + 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); + tex->SetStatus(ImTextureStatus_Destroyed); } } -bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() +void ImGui_ImplSDLRenderer3_CreateDeviceObjects() { - return ImGui_ImplSDLRenderer3_CreateFontsTexture(); } void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() { - ImGui_ImplSDLRenderer3_DestroyFontsTexture(); + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer3_UpdateTexture(tex); + } } //----------------------------------------------------------------------------- diff --git a/third_party/imgui/backends/imgui_impl_sdlrenderer3.h b/third_party/imgui/backends/imgui_impl_sdlrenderer3.h index 968ec08253..618cc24300 100644 --- a/third_party/imgui/backends/imgui_impl_sdlrenderer3.h +++ b/third_party/imgui/backends/imgui_impl_sdlrenderer3.h @@ -1,15 +1,19 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -25,15 +29,25 @@ struct SDL_Renderer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer3_RenderState +{ + SDL_Renderer* Renderer; +}; + #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_vulkan.cpp b/third_party/imgui/backends/imgui_impl_vulkan.cpp index 3b757eb667..c62510829c 100644 --- a/third_party/imgui/backends/imgui_impl_vulkan.cpp +++ b/third_party/imgui/backends/imgui_impl_vulkan.cpp @@ -2,16 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. - -// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// To build this on 32-bit systems and support texture changes: -// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) -// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. -// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) -// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -33,6 +27,29 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008) +// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo. +// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users. +// 2025-09-26: *BREAKING CHANGE*: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0. +// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111) +// 2025-07-27: Vulkan: Fixed texture update corruption introduced on 2025-06-11. (#8801, #8755, #8840) +// 2025-07-07: Vulkan: Fixed texture synchronization issue introduced on 2025-06-11. (#8772) +// 2025-06-27: Vulkan: Fixed validation errors during texture upload/update by aligning upload size to 'nonCoherentAtomSize'. (#8743, #8744) +// 2025-06-11: Vulkan: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_DestroyFontsTexture(). +// 2025-05-07: Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) +// 2025-05-07: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) +// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282) +// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions(). +// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326) +// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642) +// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples. +// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) +// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867) +// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. // 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) // 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. // 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. @@ -51,7 +68,7 @@ // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). -// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. @@ -89,6 +106,7 @@ #ifndef IM_MAX #define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) #endif +#undef Status // X11 headers are leaking this. // Visual Studio warnings #ifdef _MSC_VER @@ -104,11 +122,11 @@ void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulka void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); // Vulkan prototypes for use with custom loaders -// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h) #if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) #define IMGUI_IMPL_VULKAN_USE_LOADER static bool g_FunctionsLoaded = false; @@ -135,6 +153,7 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ @@ -149,6 +168,7 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ @@ -163,14 +183,18 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetDeviceQueue) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ @@ -179,8 +203,10 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ - IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) // Define function pointers #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; @@ -211,7 +237,17 @@ struct ImGui_ImplVulkan_WindowRenderBuffers { uint32_t Index; uint32_t Count; - ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers; + ImVector FrameRenderBuffers; +}; + +struct ImGui_ImplVulkan_Texture +{ + VkDeviceMemory Memory; + VkImage Image; + VkImageView ImageView; + VkDescriptorSet DescriptorSet; + + ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); } }; // Vulkan data @@ -219,21 +255,20 @@ struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; VkDeviceSize BufferMemoryAlignment; + VkDeviceSize NonCoherentAtomSize; VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; + VkDescriptorPool DescriptorPool; + ImVector PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array - // Font data - VkSampler FontSampler; - VkDeviceMemory FontMemory; - VkImage FontImage; - VkImageView FontView; - VkDescriptorSet FontDescriptorSet; - VkCommandPool FontCommandPool; - VkCommandBuffer FontCommandBuffer; + // Texture management + VkSampler TexSamplerLinear; + VkCommandPool TexCommandPool; + VkCommandBuffer TexCommandBuffer; // Render buffers for main window ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; @@ -242,6 +277,7 @@ struct ImGui_ImplVulkan_Data { memset((void*)this, 0, sizeof(*this)); BufferMemoryAlignment = 256; + NonCoherentAtomSize = 64; } }; @@ -394,7 +430,7 @@ static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize align return (size + alignment - 1) & ~(alignment - 1); } -static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage) +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; @@ -481,6 +517,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (fb_width <= 0 || fb_height <= 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplVulkan_UpdateTexture(tex); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) @@ -488,12 +531,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Allocate array to store enough vertex/index buffers ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; - if (wrb->FrameRenderBuffers == nullptr) + if (wrb->FrameRenderBuffers.Size == 0) { wrb->Index = 0; wrb->Count = v->ImageCount; - wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); - memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + wrb->FrameRenderBuffers.resize(wrb->Count); + memset((void*)wrb->FrameRenderBuffers.Data, 0, wrb->FrameRenderBuffers.size_in_bytes()); } IM_ASSERT(wrb->Count == v->ImageCount); wrb->Index = (wrb->Index + 1) % wrb->Count; @@ -502,8 +545,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (draw_data->TotalVtxCount > 0) { // Create or resize the vertex/index buffers - size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); - size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); + VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) @@ -516,13 +559,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm check_vk_result(err); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); check_vk_result(err); - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; @@ -540,20 +582,28 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // 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 = &render_state; + // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) + VkDescriptorSet last_desc_set = VK_NULL_HANDLE; int global_vtx_offset = 0; int global_idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() @@ -561,7 +611,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); + last_desc_set = VK_NULL_HANDLE; } else { @@ -586,22 +637,19 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Bind DescriptorSet with font or user texture - VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; - if (sizeof(ImTextureID) < sizeof(ImU64)) - { - // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. - IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); - desc_set[0] = bd->FontDescriptorSet; - } - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr); + 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); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + 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: @@ -614,245 +662,265 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkCmdSetScissor(command_buffer, 0, 1, &scissor); } -bool ImGui_ImplVulkan_CreateFontsTexture() +static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); + if (ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); + vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); + vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); + vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_OK) + return; ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; - // Destroy existing texture (if any) - if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet) + if (tex->Status == ImTextureStatus_WantCreate) { - vkQueueWaitIdle(v->Queue); - ImGui_ImplVulkan_DestroyFontsTexture(); + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplVulkan_Texture* backend_tex = IM_NEW(ImGui_ImplVulkan_Texture)(); + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = tex->Width; + info.extent.height = tex->Height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = backend_tex->Image; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); + check_vk_result(err); + } + + // Create the Descriptor Set + 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); + tex->BackendUserData = backend_tex; } - // Create command pool/buffer - if (bd->FontCommandPool == VK_NULL_HANDLE) + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { - VkCommandPoolCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; - info.flags = 0; - info.queueFamilyIndex = v->QueueFamily; - vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool); - } - if (bd->FontCommandBuffer == VK_NULL_HANDLE) - { - VkCommandBufferAllocateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; - info.commandPool = bd->FontCommandPool; - info.commandBufferCount = 1; - err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer); + ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + + VkBuffer upload_buffer; + VkDeviceSize upload_pitch = upload_w * tex->BytesPerPixel; + VkDeviceSize upload_size = AlignBufferSize(upload_h * upload_pitch, bd->NonCoherentAtomSize); + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + for (int y = 0; y < upload_h; y++) + memcpy(map + upload_pitch * y, tex->GetPixelsAt(upload_x, upload_y + y), (size_t)upload_pitch); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); + check_vk_result(err); + } + + // Copy to Image: + { + VkBufferMemoryBarrier upload_barrier[1] = {}; + upload_barrier[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; + upload_barrier[0].srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; + upload_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; + upload_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + upload_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + upload_barrier[0].buffer = upload_buffer; + upload_barrier[0].offset = 0; + upload_barrier[0].size = upload_size; + + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = (tex->Status == ImTextureStatus_WantCreate) ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = backend_tex->Image; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1, upload_barrier, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = upload_w; + region.imageExtent.height = upload_h; + region.imageExtent.depth = 1; + region.imageOffset.x = upload_x; + region.imageOffset.y = upload_y; + vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = backend_tex->Image; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // End command buffer + { + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->TexCommandBuffer; + err = vkEndCommandBuffer(bd->TexCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + } + + err = vkQueueWaitIdle(v->Queue); // FIXME-OPT: Suboptimal! check_vk_result(err); + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + tex->SetStatus(ImTextureStatus_OK); } - // Start command buffer - { - err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0); - check_vk_result(err); - VkCommandBufferBeginInfo begin_info = {}; - begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; - begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; - err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info); - check_vk_result(err); - } - - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - size_t upload_size = width * height * 4 * sizeof(char); - - // Create the Image: - { - VkImageCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; - info.imageType = VK_IMAGE_TYPE_2D; - info.format = VK_FORMAT_R8G8B8A8_UNORM; - info.extent.width = width; - info.extent.height = height; - info.extent.depth = 1; - info.mipLevels = 1; - info.arrayLayers = 1; - info.samples = VK_SAMPLE_COUNT_1_BIT; - info.tiling = VK_IMAGE_TILING_OPTIMAL; - info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; - info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; - err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); - check_vk_result(err); - VkMemoryRequirements req; - vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); - VkMemoryAllocateInfo alloc_info = {}; - alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; - alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); - alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); - check_vk_result(err); - err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); - check_vk_result(err); - } - - // Create the Image View: - { - VkImageViewCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; - info.image = bd->FontImage; - info.viewType = VK_IMAGE_VIEW_TYPE_2D; - info.format = VK_FORMAT_R8G8B8A8_UNORM; - info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - info.subresourceRange.levelCount = 1; - info.subresourceRange.layerCount = 1; - err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); - check_vk_result(err); - } - - // Create the Descriptor Set: - bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); - - // Create the Upload Buffer: - VkDeviceMemory upload_buffer_memory; - VkBuffer upload_buffer; - { - VkBufferCreateInfo buffer_info = {}; - buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; - buffer_info.size = upload_size; - buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; - buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); - check_vk_result(err); - VkMemoryRequirements req; - vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); - bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; - VkMemoryAllocateInfo alloc_info = {}; - alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; - alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); - alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); - check_vk_result(err); - err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); - check_vk_result(err); - } - - // Upload to Buffer: - { - char* map = nullptr; - err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); - check_vk_result(err); - memcpy(map, pixels, upload_size); - VkMappedMemoryRange range[1] = {}; - range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[0].memory = upload_buffer_memory; - range[0].size = upload_size; - err = vkFlushMappedMemoryRanges(v->Device, 1, range); - check_vk_result(err); - vkUnmapMemory(v->Device, upload_buffer_memory); - } - - // Copy to Image: - { - VkImageMemoryBarrier copy_barrier[1] = {}; - copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; - copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; - copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; - copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; - copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - copy_barrier[0].image = bd->FontImage; - copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - copy_barrier[0].subresourceRange.levelCount = 1; - copy_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); - - VkBufferImageCopy region = {}; - region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - region.imageSubresource.layerCount = 1; - region.imageExtent.width = width; - region.imageExtent.height = height; - region.imageExtent.depth = 1; - vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); - - VkImageMemoryBarrier use_barrier[1] = {}; - use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; - use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; - use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; - use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; - use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; - use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - use_barrier[0].image = bd->FontImage; - use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - use_barrier[0].subresourceRange.levelCount = 1; - use_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); - } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); - - // End command buffer - VkSubmitInfo end_info = {}; - end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; - end_info.commandBufferCount = 1; - end_info.pCommandBuffers = &bd->FontCommandBuffer; - err = vkEndCommandBuffer(bd->FontCommandBuffer); - check_vk_result(err); - err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); - check_vk_result(err); - - err = vkQueueWaitIdle(v->Queue); - check_vk_result(err); - - vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); - vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); - - return true; -} - -// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). -void ImGui_ImplVulkan_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); - ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; - - if (bd->FontDescriptorSet) - { - ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet); - bd->FontDescriptorSet = VK_NULL_HANDLE; - io.Fonts->SetTexID(0); - } - - if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } - if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } - if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->VulkanInitInfo.ImageCount) + ImGui_ImplVulkan_DestroyTexture(tex); } static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) { - // Create the shader modules ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (bd->ShaderModuleVert == VK_NULL_HANDLE) { - VkShaderModuleCreateInfo vert_info = {}; - vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; - vert_info.codeSize = sizeof(__glsl_shader_vert_spv); - vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; - VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + VkShaderModuleCreateInfo default_vert_info = {}; + default_vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + default_vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + default_vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkShaderModuleCreateInfo* p_vert_info = (v->CustomShaderVertCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderVertCreateInfo : &default_vert_info; + VkResult err = vkCreateShaderModule(device, p_vert_info, allocator, &bd->ShaderModuleVert); check_vk_result(err); } if (bd->ShaderModuleFrag == VK_NULL_HANDLE) { - VkShaderModuleCreateInfo frag_info = {}; - frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; - frag_info.codeSize = sizeof(__glsl_shader_frag_spv); - frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; - VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + VkShaderModuleCreateInfo default_frag_info = {}; + default_frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + default_frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + default_frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkShaderModuleCreateInfo* p_frag_info = (v->CustomShaderFragCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderFragCreateInfo : &default_frag_info; + VkResult err = vkCreateShaderModule(device, p_frag_info, allocator, &bd->ShaderModuleFrag); check_vk_result(err); } } -static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +#if !defined(IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING) && !(defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)) +typedef void VkPipelineRenderingCreateInfoKHR; +#endif + +static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, const ImGui_ImplVulkan_PipelineInfo* info) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_CreateShaderModules(device, allocator); @@ -910,7 +978,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; - ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + ms_info.rasterizationSamples = (info->MSAASamples != 0) ? info->MSAASamples : VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; @@ -936,35 +1004,36 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); dynamic_state.pDynamicStates = dynamic_states; - VkGraphicsPipelineCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; - info.flags = bd->PipelineCreateFlags; - info.stageCount = 2; - info.pStages = stage; - info.pVertexInputState = &vertex_info; - info.pInputAssemblyState = &ia_info; - info.pViewportState = &viewport_info; - info.pRasterizationState = &raster_info; - info.pMultisampleState = &ms_info; - info.pDepthStencilState = &depth_info; - info.pColorBlendState = &blend_info; - info.pDynamicState = &dynamic_state; - info.layout = bd->PipelineLayout; - info.renderPass = renderPass; - info.subpass = subpass; + VkGraphicsPipelineCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + create_info.flags = bd->PipelineCreateFlags; + create_info.stageCount = 2; + create_info.pStages = stage; + create_info.pVertexInputState = &vertex_info; + create_info.pInputAssemblyState = &ia_info; + create_info.pViewportState = &viewport_info; + create_info.pRasterizationState = &raster_info; + create_info.pMultisampleState = &ms_info; + create_info.pDepthStencilState = &depth_info; + create_info.pColorBlendState = &blend_info; + create_info.pDynamicState = &dynamic_state; + create_info.layout = bd->PipelineLayout; + create_info.renderPass = info->RenderPass; + create_info.subpass = info->Subpass; #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING if (bd->VulkanInitInfo.UseDynamicRendering) { - IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); - IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); - info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; - info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. + IM_ASSERT(info->PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo::sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(info->PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo::pNext must be nullptr"); + create_info.pNext = &info->PipelineRenderingCreateInfo; + create_info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. } #endif - - VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + VkPipeline pipeline; + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &create_info, allocator, &pipeline); check_vk_result(err); + return pipeline; } bool ImGui_ImplVulkan_CreateDeviceObjects() @@ -973,7 +1042,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; - if (!bd->FontSampler) + 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 = {}; @@ -981,13 +1050,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; - info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; - info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; - info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear); check_vk_result(err); } @@ -1005,6 +1074,21 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() check_vk_result(err); } + if (v->DescriptorPoolSize != 0) + { + IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE); + VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = v->DescriptorPoolSize; + pool_info.poolSizeCount = 1; + pool_info.pPoolSizes = &pool_size; + + err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); + check_vk_result(err); + } + if (!bd->PipelineLayout) { // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix @@ -1023,34 +1107,126 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() check_vk_result(err); } - ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); + // Create pipeline + bool create_main_pipeline = (v->PipelineInfoMain.RenderPass != VK_NULL_HANDLE); +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + create_main_pipeline |= (v->UseDynamicRendering && v->PipelineInfoMain.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR); +#endif + if (create_main_pipeline) + ImGui_ImplVulkan_CreateMainPipeline(&v->PipelineInfoMain); + + // Create command pool/buffer for texture upload + if (!bd->TexCommandPool) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + err = vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); + check_vk_result(err); + } + if (!bd->TexCommandBuffer) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->TexCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); + check_vk_result(err); + } return true; } +void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pipeline_info_in) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->Pipeline) + { + vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); + bd->Pipeline = VK_NULL_HANDLE; + } + ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoMain; + if (pipeline_info != pipeline_info_in) + *pipeline_info = *pipeline_info_in; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo; + if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL) + { + // Deep copy buffer to reduce error-rate for end user (#8282) + ImVector formats; + formats.resize((int)pipeline_rendering_create_info->colorAttachmentCount); + memcpy(formats.Data, pipeline_rendering_create_info->pColorAttachmentFormats, (size_t)formats.size_in_bytes()); + formats.swap(bd->PipelineRenderingCreateInfoColorAttachmentFormats); + pipeline_rendering_create_info->pColorAttachmentFormats = bd->PipelineRenderingCreateInfoColorAttachmentFormats.Data; + } +#endif + bd->Pipeline = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, pipeline_info); +} + void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); - ImGui_ImplVulkan_DestroyFontsTexture(); - if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; } - if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; } + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplVulkan_DestroyTexture(tex); + + if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } + if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } + if (bd->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->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } + if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } } -bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + IM_UNUSED(api_version); + + // Manually load those two (see #5446, #8326, #8365, #8600) + // - Try loading core (non-KHR) versions first (this will work for Vulkan 1.3+ and the device supports dynamic rendering) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRendering", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRendering", user_data)); + + // - Fallback to KHR versions if core not available (this will work if KHR extension is available and enabled and also the device supports dynamic rendering) + if (ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR == nullptr || ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR == nullptr) + { + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); + } +} +#endif + +// If unspecified by user, assume that ApiVersion == HeaderVersion + // We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks) +static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion() +{ +#ifdef VK_HEADER_VERSION_COMPLETE + return VK_HEADER_VERSION_COMPLETE; +#else + return VK_API_VERSION_1_0; +#endif +} + +bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers // You can use the default Vulkan loader using: - // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. + if (api_version == 0) + api_version = ImGui_ImplVulkan_GetDefaultApiVersion(); + #ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast(loader_func(#func, user_data)); \ @@ -1060,9 +1236,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch #undef IMGUI_VULKAN_FUNC_LOAD #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - // Manually load those two (see #5446) - ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); - ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data); #endif #else IM_UNUSED(loader_func); @@ -1077,12 +1251,14 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + if (info->ApiVersion == 0) + info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion(); + if (info->UseDynamicRendering) { #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifndef IMGUI_IMPL_VULKAN_USE_LOADER - ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); - ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetDeviceProcAddr((VkDevice)user_data, function_name); }, (void*)info->Device); #endif IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); @@ -1100,20 +1276,30 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + // Sanity checks IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); - IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->ImageCount >= info->MinImageCount); - if (info->UseDynamicRendering == false) - IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); + if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both! + IM_ASSERT(info->DescriptorPoolSize == 0); + else + IM_ASSERT(info->DescriptorPoolSize > 0); + if (info->UseDynamicRendering) + IM_ASSERT(info->PipelineInfoMain.RenderPass == VK_NULL_HANDLE); bd->VulkanInitInfo = *info; - ImGui_ImplVulkan_CreateDeviceObjects(); + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(info->PhysicalDevice, &properties); + bd->NonCoherentAtomSize = properties.limits.nonCoherentAtomSize; + + if (!ImGui_ImplVulkan_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet. return true; } @@ -1123,11 +1309,14 @@ void ImGui_ImplVulkan_Shutdown() ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplVulkan_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -1135,9 +1324,7 @@ void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); - - if (!bd->FontDescriptorSet) - ImGui_ImplVulkan_CreateFontsTexture(); + IM_UNUSED(bd); } void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) @@ -1154,19 +1341,20 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) bd->VulkanInitInfo.MinImageCount = min_image_count; } -// Register a texture +// Register a texture by creating a descriptor // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; // Create Descriptor Set: VkDescriptorSet descriptor_set; { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; - alloc_info.descriptorPool = v->DescriptorPool; + alloc_info.descriptorPool = pool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &bd->DescriptorSetLayout; VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); @@ -1194,7 +1382,8 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; - vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set); } void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) @@ -1211,15 +1400,14 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk { for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); - IM_FREE(buffers->FrameRenderBuffers); - buffers->FrameRenderBuffers = nullptr; + buffers->FrameRenderBuffers.clear(); buffers->Index = 0; buffers->Count = 0; } //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers -// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: @@ -1229,7 +1417,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). -// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// You may read this code to learn about Vulkan, but it is recommended you use your own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- @@ -1301,6 +1489,49 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d return VK_PRESENT_MODE_FIFO_KHR; // Always available } +VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance) +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + + +uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device) +{ + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr); + ImVector queues_properties; + queues_properties.resize((int)count); + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data); + for (uint32_t i = 0; i < count; i++) + if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + return i; + return (uint32_t)-1; +} + void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); @@ -1364,7 +1595,7 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m } // Also destroy old swap chain and in-flight frames data, if any. -void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; @@ -1378,10 +1609,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); - IM_FREE(wd->Frames); - IM_FREE(wd->FrameSemaphores); - wd->Frames = nullptr; - wd->FrameSemaphores = nullptr; + wd->Frames.clear(); + wd->FrameSemaphores.clear(); wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1394,6 +1623,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V // Create Swapchain { + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; @@ -1401,21 +1634,17 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; - info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | image_usage; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family - info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.presentMode = wd->PresentMode; info.clipped = VK_TRUE; info.oldSwapchain = old_swapchain; - VkSurfaceCapabilitiesKHR cap; - err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); - check_vk_result(err); if (info.minImageCount < cap.minImageCount) info.minImageCount = cap.minImageCount; else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) info.minImageCount = cap.maxImageCount; - if (cap.currentExtent.width == 0xffffffff) { info.imageExtent.width = wd->Width = w; @@ -1436,12 +1665,11 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); - IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr); wd->SemaphoreCount = wd->ImageCount + 1; - wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); - wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount); - memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); - memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount); + wd->Frames.resize(wd->ImageCount); + wd->FrameSemaphores.resize(wd->SemaphoreCount); + memset(wd->Frames.Data, 0, wd->Frames.size_in_bytes()); + memset(wd->FrameSemaphores.Data, 0, wd->FrameSemaphores.size_in_bytes()); for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } @@ -1534,12 +1762,89 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V } // Create or resize window -void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +// - 2025/09/26: v1.92.4 added a trailing 'VkImageUsageFlags image_usage' parameter which is usually VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); (void)instance; - ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage); ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); + + // FIXME: to submit the command buffer, we need a queue. In the examples folder, the ImGui_ImplVulkanH_CreateOrResizeWindow function is called + // before the ImGui_ImplVulkan_Init function, so we don't have access to the queue yet. Here we have the queue_family that we can use to grab + // a queue from the device and submit the command buffer. It would be better to have access to the queue as suggested in the FIXME below. + VkCommandPool command_pool; + VkCommandPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + pool_info.queueFamilyIndex = queue_family; + pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; + VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool); + check_vk_result(err); + + VkFenceCreateInfo fence_info = {}; + fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + VkFence fence; + err = vkCreateFence(device, &fence_info, allocator, &fence); + check_vk_result(err); + + VkCommandBufferAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + alloc_info.commandPool = command_pool; + alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + alloc_info.commandBufferCount = 1; + VkCommandBuffer command_buffer; + err = vkAllocateCommandBuffers(device, &alloc_info, &command_buffer); + check_vk_result(err); + + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(command_buffer, &begin_info); + check_vk_result(err); + + // Transition the images to the correct layout for rendering + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.image = wd->Frames[i].Backbuffer; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + + err = vkEndCommandBuffer(command_buffer); + check_vk_result(err); + VkSubmitInfo submit_info = {}; + submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + submit_info.commandBufferCount = 1; + submit_info.pCommandBuffers = &command_buffer; + + VkQueue queue; + vkGetDeviceQueue(device, queue_family, 0, &queue); + err = vkQueueSubmit(queue, 1, &submit_info, fence); + check_vk_result(err); + err = vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX); + check_vk_result(err); + err = vkResetFences(device, 1, &fence); + check_vk_result(err); + + err = vkResetCommandPool(device, command_pool, 0); + check_vk_result(err); + + // Destroy command buffer and fence and command pool + vkFreeCommandBuffers(device, command_pool, 1, &command_buffer); + vkDestroyCommandPool(device, command_pool, allocator); + vkDestroyFence(device, fence, allocator); + command_pool = VK_NULL_HANDLE; + command_buffer = VK_NULL_HANDLE; + fence = VK_NULL_HANDLE; + queue = VK_NULL_HANDLE; } void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) @@ -1551,10 +1856,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); - IM_FREE(wd->Frames); - IM_FREE(wd->FrameSemaphores); - wd->Frames = nullptr; - wd->FrameSemaphores = nullptr; + wd->Frames.clear(); + wd->FrameSemaphores.clear(); vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); diff --git a/third_party/imgui/backends/imgui_impl_vulkan.h b/third_party/imgui/backends/imgui_impl_vulkan.h index fb98bfbc4d..fde5bed20e 100644 --- a/third_party/imgui/backends/imgui_impl_vulkan.h +++ b/third_party/imgui/backends/imgui_impl_vulkan.h @@ -2,11 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. - -// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. -// See imgui_impl_vulkan.cpp file for details. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -42,9 +41,14 @@ // If you have no idea what this is, leave it alone! //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES -// Convenience support for Volk +// [Configuration] Convenience support for Volk // (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header, +// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)') //#define IMGUI_IMPL_VULKAN_USE_VOLK +//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME +//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME // Default +// Reminder: make those changes in your imconfig.h file, not here! #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES @@ -55,7 +59,11 @@ // Vulkan includes #ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME +#include IMGUI_IMPL_VULKAN_VOLK_FILENAME +#else #include +#endif #else #include #endif @@ -63,84 +71,133 @@ #define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #endif +// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). +#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas + +// Specify settings to create pipeline and swapchain +struct ImGui_ImplVulkan_PipelineInfo +{ + // For Main and Secondary viewports + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t Subpass; // + VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR +#endif +}; + // Initialization data, for ImGui_ImplVulkan_Init() -// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, -// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. -// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. // [Please zero-clear before use!] +// - About descriptor pool: +// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors. +// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you. +// - About dynamic rendering: +// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure. struct ImGui_ImplVulkan_InitInfo { + uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE) VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; - VkDescriptorPool DescriptorPool; // See requirements in note above - VkRenderPass RenderPass; // Ignored if using dynamic rendering - uint32_t MinImageCount; // >= 2 - uint32_t ImageCount; // >= MinImageCount - VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 + 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 - // (Optional) - VkPipelineCache PipelineCache; - uint32_t Subpass; + // Pipeline + ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user) + //VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead + //uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead + //VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead + //VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead // (Optional) Dynamic Rendering - // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo. bool UseDynamicRendering; -#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; -#endif // (Optional) Allocation, Debugging const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); - VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. + + // (Optional) Customize default vertex/fragment shaders. + // - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults. + // - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage. + VkShaderModuleCreateInfo CustomShaderVertCreateInfo; + VkShaderModuleCreateInfo CustomShaderFragCreateInfo; }; -// Called by user code -IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); -IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); -IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111) +// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR)) +// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering. +IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); // Register a texture (VkDescriptorSet == ImTextureID) // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. -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); +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES -IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplVulkan_RenderState +{ + VkCommandBuffer CommandBuffer; + VkPipeline Pipeline; + VkPipelineLayout PipelineLayout; +}; //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers -// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- +// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app. +// // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the multi-viewport / platform window implementation needs them internally. -// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, // but it is too much code to duplicate everywhere so we exceptionally expose them. // -// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). -// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. -// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, +// render pass, frame buffers, etc.). You may read this code if you are curious, but +// it is recommended you use your own custom tailored code to do equivalent work. +// +// We don't provide a strong guarantee that we won't change those functions API. +// +// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used +// by the regular ImGui_ImplVulkan_XXX functions. //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Window; // Helpers -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); +IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame @@ -181,8 +238,8 @@ struct ImGui_ImplVulkanH_Window uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) - ImGui_ImplVulkanH_Frame* Frames; - ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + ImVector Frames; + ImVector FrameSemaphores; ImGui_ImplVulkanH_Window() { diff --git a/third_party/imgui/backends/imgui_impl_wgpu.cpp b/third_party/imgui/backends/imgui_impl_wgpu.cpp index bf741e1a47..47c31726bf 100644 --- a/third_party/imgui/backends/imgui_impl_wgpu.cpp +++ b/third_party/imgui/backends/imgui_impl_wgpu.cpp @@ -1,10 +1,14 @@ // dear imgui: Renderer for WebGPU -// This needs to be used along with a Platform Binding (e.g. GLFW) -// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3) +// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess) // Implemented features: -// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). + +// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags. // 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. @@ -16,6 +20,14 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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. +// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465) +// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. +// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083) +// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977) // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. // 2024-01-22: Fixed pipeline layout leak. (#7245) @@ -36,25 +48,46 @@ // 2021-01-28: Initial version. #include "imgui.h" + #ifndef IMGUI_DISABLE #include "imgui_impl_wgpu.h" #include -#include +#include + +// 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) +#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined! +#endif + +// This condition is true when it's built with EMSCRIPTEN using -sUSE_WEBGPU=1 flag (deprecated from 4.0.10) +// This condition is false for all other 3 cases: WGPU-Native, DAWN-Native or DAWN-EMSCRIPTEN (using --use-port=emdawnwebgpu flag) +#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN +#endif + +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) +// Using type alias until WGPU adopts the same naming convention (#8369) +using WGPUProgrammableStageDescriptor = WGPUComputeState; +#endif // Dear ImGui prototypes from imgui_internal.h -extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed); #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). // WebGPU data +struct ImGui_ImplWGPU_Texture +{ + WGPUTexture Texture = nullptr; + WGPUTextureView TextureView = nullptr; +}; + struct RenderResources { - WGPUTexture FontTexture = nullptr; // Font texture - WGPUTextureView FontTextureView = nullptr; // Texture view for font texture - WGPUSampler Sampler = nullptr; // Sampler for the font texture + WGPUSampler Sampler = nullptr; // Sampler for textures WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) - WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; @@ -208,27 +241,11 @@ static void SafeRelease(WGPUShaderModule& res) wgpuShaderModuleRelease(res); res = nullptr; } -static void SafeRelease(WGPUTextureView& res) -{ - if (res) - wgpuTextureViewRelease(res); - res = nullptr; -} -static void SafeRelease(WGPUTexture& res) -{ - if (res) - wgpuTextureRelease(res); - res = nullptr; -} - static void SafeRelease(RenderResources& res) { - SafeRelease(res.FontTexture); - SafeRelease(res.FontTextureView); SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); - SafeRelease(res.ImageBindGroup); SafeRelease(res.ImageBindGroupLayout); }; @@ -244,16 +261,27 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + WGPUShaderSourceWGSL wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; + wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; +#else WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; wgsl_desc.code = wgsl_source; +#endif WGPUShaderModuleDescriptor desc = {}; - desc.nextInChain = reinterpret_cast(&wgsl_desc); + desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc; WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + stage_desc.entryPoint = { "main", WGPU_STRLEN }; +#else stage_desc.entryPoint = "main"; +#endif return stage_desc; } @@ -342,9 +370,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // Avoid rendering when minimized int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplWGPU_UpdateTexture(tex); + // FIXME: Assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); @@ -365,7 +400,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor vb_desc = { nullptr, +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + { "Dear ImGui Vertex buffer", WGPU_STRLEN, }, +#else "Dear ImGui Vertex buffer", +#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), false @@ -389,7 +428,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor ib_desc = { nullptr, +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + { "Dear ImGui Index buffer", WGPU_STRLEN, }, +#else "Dear ImGui Index buffer", +#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), false @@ -404,13 +447,12 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; } 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); @@ -420,18 +462,24 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder // Setup desired render state ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplWGPU_RenderState render_state; + render_state.Device = bd->wgpuDevice; + render_state.RenderPassEncoder = pass_encoder; + platform_io.Renderer_RenderState = &render_state; + // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() @@ -439,24 +487,20 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { // Bind custom texture ImTextureID tex_id = pcmd->GetTexID(); - ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); - auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); - if (bind_group) + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); + WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (!bind_group) { - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); - } - else - { - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); - bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); + bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); } + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); @@ -475,34 +519,67 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + + // Remove all ImageBindGroups + ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups; + for (int i = 0; i < image_bind_groups.Data.Size; i++) + { + WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p; + SafeRelease(bind_group); + } + image_bind_groups.Data.resize(0); + + platform_io.Renderer_RenderState = nullptr; } -static void ImGui_ImplWGPU_CreateFontsTexture() +static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, size_pp; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); - - // Upload texture to graphics system + if (ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData) { + IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID); + wgpuTextureViewRelease(backend_tex->TextureView); + wgpuTextureRelease(backend_tex->Texture); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)(); + + // Create texture WGPUTextureDescriptor tex_desc = {}; - tex_desc.label = "Dear ImGui Font Texture"; +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN }; +#else + tex_desc.label = "Dear ImGui Texture"; +#endif tex_desc.dimension = WGPUTextureDimension_2D; - tex_desc.size.width = width; - tex_desc.size.height = height; + tex_desc.size.width = tex->Width; + tex_desc.size.height = tex->Height; tex_desc.size.depthOrArrayLayers = 1; tex_desc.sampleCount = 1; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.mipLevelCount = 1; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; - bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + // Create texture view WGPUTextureViewDescriptor tex_view_desc = {}; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.dimension = WGPUTextureViewDimension_2D; @@ -511,41 +588,50 @@ static void ImGui_ImplWGPU_CreateFontsTexture() tex_view_desc.baseArrayLayer = 0; tex_view_desc.arrayLayerCount = 1; tex_view_desc.aspect = WGPUTextureAspect_All; - bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); + backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView); + tex->BackendUserData = backend_tex; + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. } - // Upload texture data + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { + ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + WGPUTexelCopyTextureInfo dst_view = {}; +#else WGPUImageCopyTexture dst_view = {}; - dst_view.texture = bd->renderResources.FontTexture; +#endif + dst_view.texture = backend_tex->Texture; dst_view.mipLevel = 0; - dst_view.origin = { 0, 0, 0 }; + dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 }; dst_view.aspect = WGPUTextureAspect_All; +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + WGPUTexelCopyBufferLayout layout = {}; +#else WGPUTextureDataLayout layout = {}; +#endif layout.offset = 0; - layout.bytesPerRow = width * size_pp; - layout.rowsPerImage = height; - WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; - wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + layout.bytesPerRow = tex->Width * tex->BytesPerPixel; + layout.rowsPerImage = upload_h; + WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size); + tex->SetStatus(ImTextureStatus_OK); } - - // Create the associated sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - { - WGPUSamplerDescriptor sampler_desc = {}; - sampler_desc.minFilter = WGPUFilterMode_Linear; - sampler_desc.magFilter = WGPUFilterMode_Linear; - sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; - sampler_desc.addressModeU = WGPUAddressMode_Repeat; - sampler_desc.addressModeV = WGPUAddressMode_Repeat; - sampler_desc.addressModeW = WGPUAddressMode_Repeat; - sampler_desc.maxAnisotropy = 1; - bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); - } - - // Store our identifier - static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplWGPU_DestroyTexture(tex); } static void ImGui_ImplWGPU_CreateUniformBuffer() @@ -554,7 +640,11 @@ static void ImGui_ImplWGPU_CreateUniformBuffer() WGPUBufferDescriptor ub_desc = { nullptr, +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + { "Dear ImGui Uniform buffer", WGPU_STRLEN, }, +#else "Dear ImGui Uniform buffer", +#endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, MEMALIGN(sizeof(Uniforms), 16), false @@ -618,9 +708,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Vertex input configuration WGPUVertexAttribute attribute_desc[] = { +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#else { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#endif }; WGPUVertexBufferLayout buffer_layouts[1]; @@ -660,7 +756,11 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.format = bd->depthStencilFormat; +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN) + depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; +#else depth_stencil_state.depthWriteEnabled = false; +#endif depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; @@ -676,26 +776,32 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); - ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateUniformBuffer(); + // Create sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; + sampler_desc.maxAnisotropy = 1; + bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + // Create resource bind group WGPUBindGroupEntry common_bg_entries[] = { { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, { nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, }; - WGPUBindGroupDescriptor common_bg_descriptor = {}; common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); - - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); - bd->renderResources.ImageBindGroup = image_bind_group; bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; - bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); @@ -714,8 +820,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() SafeRelease(bd->pipelineState); SafeRelease(bd->renderResources); - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplWGPU_DestroyTexture(tex); for (unsigned int i = 0; i < bd->numFramesInFlight; i++) SafeRelease(bd->pFrameResources[i]); @@ -730,8 +838,21 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) // Setup backend capabilities flags ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_webgpu"; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_wgpu (Dawn, Emscripten)"; // compiled & linked using EMSCRIPTEN with "--use-port=emdawnwebgpu" flag +#else + io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)"; +#endif +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_wgpu (WGPU, Emscripten)"; // linked using EMSCRIPTEN with "-sUSE_WEBGPU=1" flag, deprecated from EMSCRIPTEN 4.0.10 +#else + io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)"; +#endif +#endif io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->initInfo = *init_info; bd->wgpuDevice = init_info->Device; @@ -741,13 +862,10 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) bd->numFramesInFlight = init_info->NumFramesInFlight; bd->frameIndex = UINT_MAX; - bd->renderResources.FontTexture = nullptr; - bd->renderResources.FontTextureView = nullptr; bd->renderResources.Sampler = nullptr; bd->renderResources.Uniforms = nullptr; bd->renderResources.CommonBindGroup = nullptr; bd->renderResources.ImageBindGroups.Data.reserve(100); - bd->renderResources.ImageBindGroup = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) @@ -771,6 +889,7 @@ void ImGui_ImplWGPU_Shutdown() ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGui_ImplWGPU_InvalidateDeviceObjects(); delete[] bd->pFrameResources; @@ -782,7 +901,8 @@ void ImGui_ImplWGPU_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -790,9 +910,177 @@ void ImGui_ImplWGPU_NewFrame() { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!bd->pipelineState) - ImGui_ImplWGPU_CreateDeviceObjects(); + if (!ImGui_ImplWGPU_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!"); } +//------------------------------------------------------------------------- +// Internal Helpers +// Those are currently used by our example applications. +//------------------------------------------------------------------------- + +bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status) +{ +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + return (status == WGPUSurfaceGetCurrentTextureStatus_Error); +#else + return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost); +#endif +} + +bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status) +{ +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost); +#else + return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost || status == WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal); +#endif +} + +// Helpers to obtain a string +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type) +{ + switch (type) + { + case WGPUErrorType_Validation: return "Validation"; + case WGPUErrorType_OutOfMemory: return "OutOfMemory"; + case WGPUErrorType_Unknown: return "Unknown"; + case WGPUErrorType_Internal: return "Internal"; + default: return "Unknown"; + } +} +const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type) +{ + switch (type) + { + case WGPUDeviceLostReason_Unknown: return "Unknown"; + case WGPUDeviceLostReason_Destroyed: return "Destroyed"; + case WGPUDeviceLostReason_CallbackCancelled: return "CallbackCancelled"; + case WGPUDeviceLostReason_FailedCreation: return "FailedCreation"; + default: return "Unknown"; + } +} +#elif !defined(__EMSCRIPTEN__) +const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level) +{ + switch (level) + { + case WGPULogLevel_Error: return "Error"; + case WGPULogLevel_Warn: return "Warn"; + case WGPULogLevel_Info: return "Info"; + case WGPULogLevel_Debug: return "Debug"; + case WGPULogLevel_Trace: return "Trace"; + default: return "Unknown"; + } +} +#endif + +const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type) +{ + switch (type) + { + case WGPUBackendType_WebGPU: return "WebGPU"; + case WGPUBackendType_D3D11: return "D3D11"; + case WGPUBackendType_D3D12: return "D3D12"; + case WGPUBackendType_Metal: return "Metal"; + case WGPUBackendType_Vulkan: return "Vulkan"; + case WGPUBackendType_OpenGL: return "OpenGL"; + case WGPUBackendType_OpenGLES: return "OpenGLES"; + default: return "Unknown"; + } +} + +const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type) +{ + switch (type) + { + case WGPUAdapterType_DiscreteGPU: return "DiscreteGPU"; + case WGPUAdapterType_IntegratedGPU: return "IntegratedGPU"; + case WGPUAdapterType_CPU: return "CPU"; + default: return "Unknown"; + } +} + +void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter) +{ + WGPUAdapterInfo info = {}; + wgpuAdapterGetInfo(adapter, &info); + printf("description: \"%.*s\"\n", (int)info.description.length, info.description.data); + printf("vendor: \"%.*s\", vendorID: %x\n", (int)info.vendor.length, info.vendor.data, info.vendorID); + printf("architecture: \"%.*s\"\n", (int) info.architecture.length, info.architecture.data); + printf("device: \"%.*s\", deviceID: %x\n", (int)info.device.length, info.device.data, info.deviceID); + printf("backendType: \"%s\"\n", ImGui_ImplWGPU_GetBackendTypeName(info.backendType)); + printf("adapterType: \"%s\"\n", ImGui_ImplWGPU_GetAdapterTypeName(info.adapterType)); + wgpuAdapterInfoFreeMembers(info); +} + +#ifndef __EMSCRIPTEN__ + +#if defined(__APPLE__) +// MacOS specific: is necessary to compile with "-x objective-c++" flags +// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") ) +#include +#include +#endif + +WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info) +{ + WGPUSurfaceDescriptor surface_descriptor = {}; + WGPUSurface surface = {}; +#if defined(__APPLE__) + if (strcmp(info->System, "cocoa") == 0) + { + IM_ASSERT(info->RawWindow != nullptr); + NSWindow* ns_window = (NSWindow*)info->RawWindow; + id metal_layer = [CAMetalLayer layer]; + [ns_window.contentView setWantsLayer : YES] ; + [ns_window.contentView setLayer : metal_layer] ; + WGPUSurfaceSourceMetalLayer surface_src_metal = {}; + surface_src_metal.chain.sType = WGPUSType_SurfaceSourceMetalLayer; + surface_src_metal.layer = metal_layer; + surface_descriptor.nextInChain = &surface_src_metal.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#elif defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__) + if (strcmp(info->System, "wayland") == 0) + { + IM_ASSERT(info->RawDisplay != nullptr && info->RawSurface != nullptr); + WGPUSurfaceSourceWaylandSurface surface_src_wayland = {}; + surface_src_wayland.chain.sType = WGPUSType_SurfaceSourceWaylandSurface; + surface_src_wayland.display = info->RawDisplay; + surface_src_wayland.surface = info->RawSurface; + surface_descriptor.nextInChain = &surface_src_wayland.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } + else if (strcmp(info->System, "x11") == 0) + { + IM_ASSERT(info->RawDisplay != nullptr && info->RawWindow != nullptr); + WGPUSurfaceSourceXlibWindow surface_src_xlib = {}; + surface_src_xlib.chain.sType = WGPUSType_SurfaceSourceXlibWindow; + surface_src_xlib.display = info->RawDisplay; + surface_src_xlib.window = (uint64_t)info->RawWindow; + surface_descriptor.nextInChain = &surface_src_xlib.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#elif defined(_WIN32) + if (strcmp(info->System, "win32") == 0) + { + IM_ASSERT(info->RawWindow != nullptr && info->RawInstance != nullptr); + WGPUSurfaceSourceWindowsHWND surface_src_hwnd = {}; + surface_src_hwnd.chain.sType = WGPUSType_SurfaceSourceWindowsHWND; + surface_src_hwnd.hinstance = info->RawInstance; + surface_src_hwnd.hwnd = info->RawWindow; + surface_descriptor.nextInChain = &surface_src_hwnd.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#else +#error "Unsupported WebGPU native platform!" +#endif + return surface; +} +#endif // #ifndef __EMSCRIPTEN__ + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_wgpu.h b/third_party/imgui/backends/imgui_impl_wgpu.h index 2e19ea36ea..f17fe6c258 100644 --- a/third_party/imgui/backends/imgui_impl_wgpu.h +++ b/third_party/imgui/backends/imgui_impl_wgpu.h @@ -1,10 +1,22 @@ // dear imgui: Renderer for WebGPU -// This needs to be used along with a Platform Binding (e.g. GLFW) -// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3) +// (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 or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided. +// When targeting Emscripten: +// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'. +// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// 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 // Implemented features: -// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -18,12 +30,25 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Setup Emscripten default if not specified. +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include +#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10) +#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#else +#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU +#endif +#endif + #include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +#include // WGPULogLevel +#endif // Initialization data, for ImGui_ImplWGPU_Init() struct ImGui_ImplWGPU_InitInfo { - WGPUDevice Device; + WGPUDevice Device = nullptr; int NumFramesInFlight = 3; WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; @@ -37,13 +62,60 @@ struct ImGui_ImplWGPU_InitInfo } }; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplWGPU_RenderState +{ + WGPUDevice Device; + WGPURenderPassEncoder RenderPassEncoder; +}; + +//------------------------------------------------------------------------- +// Internal Helpers +// Those are currently used by our example applications. +//------------------------------------------------------------------------- + +// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks +bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status); +bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status); // Return whether the texture is suboptimal and may need to be recreated. + +// (Optional) Helper for debugging/logging +void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter); +const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type); +const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type); +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type); +const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type); +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level); +#endif + +// (Optional) Helper to create a surface on macOS/Wayland/X11/Window +#ifndef __EMSCRIPTEN__ +struct ImGui_ImplWGPU_CreateSurfaceInfo +{ + WGPUInstance Instance; + const char* System; // "cocoa" | "wayland" | "x11" | "win32" + void* RawWindow; // NSWindow* | 0 | Window | HWND + void* RawDisplay; // 0 | wl_display* | Display* | 0 + void* RawSurface; // | wl_surface* | 0 | 0 + void* RawInstance; // 0 | 0 | 0 | HINSTANCE +}; +WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info); +#endif // #ifndef __EMSCRIPTEN__ #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/backends/imgui_impl_win32.cpp b/third_party/imgui/backends/imgui_impl_win32.cpp index 9241f8edb5..dc7e66f02e 100644 --- a/third_party/imgui/backends/imgui_impl_win32.cpp +++ b/third_party/imgui/backends/imgui_impl_win32.cpp @@ -4,9 +4,9 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -21,6 +21,13 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state. +// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. @@ -106,7 +113,7 @@ struct ImGui_ImplWin32_Data { HWND hWnd; HWND MouseHwnd; - int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area int MouseButtonsDown; INT64 Time; INT64 TicksPerSecond; @@ -132,12 +139,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} // Functions -static void ImGui_ImplWin32_UpdateKeyboardCodePage() +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) { // Retrieve keyboard code page, required for handling of non-Unicode Windows. - ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); HKL keyboard_layout = ::GetKeyboardLayout(0); LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) @@ -167,7 +178,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) bd->TicksPerSecond = perf_frequency; bd->Time = perf_counter; bd->LastMouseCursor = ImGuiMouseCursor_COUNT; - ImGui_ImplWin32_UpdateKeyboardCodePage(); + ImGui_ImplWin32_UpdateKeyboardCodePage(io); // Set platform dependent data in viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); @@ -214,6 +225,7 @@ void ImGui_ImplWin32_Shutdown() ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -224,16 +236,15 @@ void ImGui_ImplWin32_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + platform_io.ClearPlatformHandlers(); IM_DELETE(bd); } -static bool ImGui_ImplWin32_UpdateMouseCursor() +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) { - ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return false; - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor @@ -253,6 +264,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break; + case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(nullptr, win32_cursor)); @@ -265,49 +278,46 @@ static bool IsVkDown(int vk) return (::GetKeyState(vk) & 0x8000) != 0; } -static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) { - ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(key, down); io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) IM_UNUSED(native_scancode); } -static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) { // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) - ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) - ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) - ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) - ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); } -static void ImGui_ImplWin32_UpdateKeyModifiers() +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) { - ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); - io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); } -static void ImGui_ImplWin32_UpdateMouseData() +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) { - ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); IM_ASSERT(bd->hWnd != 0); HWND focused_window = ::GetForegroundWindow(); const bool is_app_focused = (focused_window == bd->hWnd); if (is_app_focused) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; @@ -327,13 +337,10 @@ static void ImGui_ImplWin32_UpdateMouseData() } // Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) { #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - // return; + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. @@ -380,7 +387,9 @@ static void ImGui_ImplWin32_UpdateGamepads() MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); #undef MAP_BUTTON #undef MAP_ANALOG -#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif } void ImGui_ImplWin32_NewFrame() @@ -401,29 +410,34 @@ void ImGui_ImplWin32_NewFrame() bd->Time = current_time; // Update OS mouse position - ImGui_ImplWin32_UpdateMouseData(); + ImGui_ImplWin32_UpdateMouseData(io); // Process workarounds for known Windows key handling issues - ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (bd->LastMouseCursor != mouse_cursor) { bd->LastMouseCursor = mouse_cursor; - ImGui_ImplWin32_UpdateMouseCursor(); + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); } // Update game controllers (if enabled and available) - ImGui_ImplWin32_UpdateGamepads(); + ImGui_ImplWin32_UpdateGamepads(io); } -// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) -#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) - // Map VK_xxx to ImGuiKey_xxx. -static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) { + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + const int scancode = (int)LOBYTE(HIWORD(lParam)); + //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam); switch (wParam) { case VK_TAB: return ImGuiKey_Tab; @@ -441,17 +455,17 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) case VK_SPACE: return ImGuiKey_Space; case VK_RETURN: return ImGuiKey_Enter; case VK_ESCAPE: return ImGuiKey_Escape; - case VK_OEM_7: return ImGuiKey_Apostrophe; + //case VK_OEM_7: return ImGuiKey_Apostrophe; case VK_OEM_COMMA: return ImGuiKey_Comma; - case VK_OEM_MINUS: return ImGuiKey_Minus; + //case VK_OEM_MINUS: return ImGuiKey_Minus; case VK_OEM_PERIOD: return ImGuiKey_Period; - case VK_OEM_2: return ImGuiKey_Slash; - case VK_OEM_1: return ImGuiKey_Semicolon; - case VK_OEM_PLUS: return ImGuiKey_Equal; - case VK_OEM_4: return ImGuiKey_LeftBracket; - case VK_OEM_5: return ImGuiKey_Backslash; - case VK_OEM_6: return ImGuiKey_RightBracket; - case VK_OEM_3: return ImGuiKey_GraveAccent; + //case VK_OEM_2: return ImGuiKey_Slash; + //case VK_OEM_1: return ImGuiKey_Semicolon; + //case VK_OEM_PLUS: return ImGuiKey_Equal; + //case VK_OEM_4: return ImGuiKey_LeftBracket; + //case VK_OEM_5: return ImGuiKey_Backslash; + //case VK_OEM_6: return ImGuiKey_RightBracket; + //case VK_OEM_3: return ImGuiKey_GraveAccent; case VK_CAPITAL: return ImGuiKey_CapsLock; case VK_SCROLL: return ImGuiKey_ScrollLock; case VK_NUMLOCK: return ImGuiKey_NumLock; @@ -472,7 +486,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; case VK_ADD: return ImGuiKey_KeypadAdd; - case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; case VK_LSHIFT: return ImGuiKey_LeftShift; case VK_LCONTROL: return ImGuiKey_LeftCtrl; case VK_LMENU: return ImGuiKey_LeftAlt; @@ -544,8 +557,29 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) case VK_F24: return ImGuiKey_F24; case VK_BROWSER_BACK: return ImGuiKey_AppBack; case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; - default: return ImGuiKey_None; + default: break; } + + // Fallback to scancode + // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names + switch (scancode) + { + case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc. + case 12: return ImGuiKey_Minus; + case 13: return ImGuiKey_Equal; + case 26: return ImGuiKey_LeftBracket; + case 27: return ImGuiKey_RightBracket; + case 86: return ImGuiKey_Oem102; + case 43: return ImGuiKey_Backslash; + case 39: return ImGuiKey_Semicolon; + case 40: return ImGuiKey_Apostrophe; + case 51: return ImGuiKey_Comma; + case 52: return ImGuiKey_Period; + case 53: return ImGuiKey_Slash; + default: break; + } + + return ImGuiKey_None; } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. @@ -556,22 +590,10 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) #define DBT_DEVNODES_CHANGED 0x0007 #endif -// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) -// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. -// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. -// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. -// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. -// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. -// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. -#if 0 -// Copy this line into your .cpp file to forward declare the function. -extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -#endif - +// Helper to obtain the source of mouse messages. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. -static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() { LPARAM extra_info = ::GetMessageExtraInfo(); if ((extra_info & 0xFFFFFF80) == 0xFF515700) @@ -581,22 +603,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() return ImGuiMouseSource_Mouse; } +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). // We silently allow both context or just only backend data to be nullptr. - ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); if (bd == nullptr) return 0; - ImGuiIO& io = ImGui::GetIO(); - switch (msg) { case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: { // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events - ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; bd->MouseHwnd = hwnd; if (bd->MouseTrackedArea != area) @@ -628,19 +668,32 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA } return 0; } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { - ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) - ::SetCapture(hwnd); + HWND hwnd_with_capture = ::GetCapture(); + if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture? + bd->MouseButtonsDown = 0; + if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. bd->MouseButtonsDown |= 1 << button; io.AddMouseSourceEvent(mouse_source); io.AddMouseButtonEvent(button, true); @@ -651,7 +704,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONUP: case WM_XBUTTONUP: { - ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } @@ -679,40 +732,37 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (wParam < 256) { // Submit modifiers - ImGui_ImplWin32_UpdateKeyModifiers(); + ImGui_ImplWin32_UpdateKeyModifiers(io); - // Obtain virtual key code - // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) - int vk = (int)wParam; - if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) - vk = IM_VK_KEYPAD_ENTER; - const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; const int scancode = (int)LOBYTE(HIWORD(lParam)); // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. if (key == ImGuiKey_PrintScreen && !is_key_down) - ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); // Submit key event if (key != ImGuiKey_None) - ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); // Submit individual left/right modifier events if (vk == VK_SHIFT) { // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() - if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } - if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } } else if (vk == VK_CONTROL) { - if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } - if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } } else if (vk == VK_MENU) { - if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } - if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } } } return 0; @@ -722,7 +772,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA io.AddFocusEvent(msg == WM_SETFOCUS); return 0; case WM_INPUTLANGCHANGE: - ImGui_ImplWin32_UpdateKeyboardCodePage(); + ImGui_ImplWin32_UpdateKeyboardCodePage(io); return 0; case WM_CHAR: if (::IsWindowUnicode(hwnd)) @@ -740,7 +790,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_SETCURSOR: // This is required to restore cursor when transitioning from e.g resize borders to client area. - if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) return 1; return 0; case WM_DEVICECHANGE: @@ -774,9 +824,9 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) { typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; - if (RtlVerifyVersionInfoFn == nullptr) - if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) - RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); if (RtlVerifyVersionInfoFn == nullptr) return FALSE; @@ -784,10 +834,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) ULONGLONG conditionMask = 0; versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); versionInfo.dwMajorVersion = major; - versionInfo.dwMinorVersion = minor; - VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); - VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); - return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; } #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA @@ -845,16 +895,16 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) UINT xdpi = 96, ydpi = 96; if (_IsWindows8Point1OrGreater()) { - static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; - if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); - if (GetDpiForMonitorFn != nullptr) - { - GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - return xdpi / 96.0f; - } + return xdpi / 96.0f; + } } #ifndef NOGDI const HDC dc = ::GetDC(nullptr); diff --git a/third_party/imgui/backends/imgui_impl_win32.h b/third_party/imgui/backends/imgui_impl_win32.h index be56271424..5ae399e0e2 100644 --- a/third_party/imgui/backends/imgui_impl_win32.h +++ b/third_party/imgui/backends/imgui_impl_win32.h @@ -4,9 +4,9 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] -// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,6 +20,7 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); diff --git a/third_party/imgui/backends/sdlgpu3/build_instructions.txt b/third_party/imgui/backends/sdlgpu3/build_instructions.txt new file mode 100644 index 0000000000..25f4a5d283 --- /dev/null +++ b/third_party/imgui/backends/sdlgpu3/build_instructions.txt @@ -0,0 +1,40 @@ + +Instructions to rebuild imgui_impl_sdlgpu3_shaders.h +(You don't need to copy this folder if you are using the backend as-is) + +1) Compile the raw shader files to SPIRV: + + glslc -o vertex.spv -c shader.vert + glslc -o fragment.spv -c shader.frag + + +2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) + + +3-A) Compiling for the Vulkan Driver: + + Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 + + +3-B) Compiling for the DirectX 12 Driver: + + ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc + ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc + + Proceed to step 4 + + +3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): + + ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal + ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal + + xcrun -sdk macosx metal -o vertex.ir -c vertex.metal + xcrun -sdk macosx metal -o fragment.ir -c fragment.metal + xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir + xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir + + Proceed to step 4 + + +4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array. diff --git a/third_party/imgui/backends/sdlgpu3/shader.frag b/third_party/imgui/backends/sdlgpu3/shader.frag new file mode 100644 index 0000000000..ab9ce184e0 --- /dev/null +++ b/third_party/imgui/backends/sdlgpu3/shader.frag @@ -0,0 +1,15 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=2, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct +{ + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/third_party/imgui/backends/sdlgpu3/shader.vert b/third_party/imgui/backends/sdlgpu3/shader.vert new file mode 100644 index 0000000000..3a85a90381 --- /dev/null +++ b/third_party/imgui/backends/sdlgpu3/shader.vert @@ -0,0 +1,24 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(set=1,binding=0) uniform UBO +{ + vec2 uScale; + vec2 uTranslate; +} ubo; + +layout(location = 0) out struct +{ + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1); + gl_Position.y *= -1.0f; +} diff --git a/third_party/imgui/backends/vulkan/build_instructions.txt b/third_party/imgui/backends/vulkan/build_instructions.txt new file mode 100644 index 0000000000..1f028d96f5 --- /dev/null +++ b/third_party/imgui/backends/vulkan/build_instructions.txt @@ -0,0 +1,4 @@ + +Script to rebuild shaders stored inside imgui_impl_vulkan.h +(You don't need to copy this folder if you are using the backend as-is) + diff --git a/third_party/imgui/docs/BACKENDS.md b/third_party/imgui/docs/BACKENDS.md index 88a96a6bd9..62acb1e210 100644 --- a/third_party/imgui/docs/BACKENDS.md +++ b/third_party/imgui/docs/BACKENDS.md @@ -1,31 +1,33 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_ -## Dear ImGui: Backends +# Dear ImGui: Backends -**The backends/ folder contains backends for popular platforms/graphics API, which you can use in -your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. +## Index -- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
- e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. +- [Introduction](#introduction) + - [Getting Started](#getting-started) + - [What are Backends?](#what-are-backends) +- [Using standard Backends](#using-standard-backends) +- [Using third-party Backends](#using-third-party-backends) +- [Writing your own Backend](#writing-your-own-backend) + - [Using a custom engine?](#using-a-custom-engine) + - [Platform: Implementing your Platform Backend](#platform-implementing-your-platform-backend) + - [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function) + - [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192) -- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
- e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. +## Introduction -- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
- e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. +### Getting Started -An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. -For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. +💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application. +
The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read. -**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** - - -### What are backends? +### What are Backends? Dear ImGui is highly portable and only requires a few things to run and render, typically: - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure). - - Required: uploading the font atlas texture into graphics memory. + - Required: creating, updating and destroying textures. - Required: rendering indexed textured triangles with a clipping rectangle. Extra features are opt-in, our backends try to support as many as possible: @@ -38,7 +40,7 @@ Dear ImGui is highly portable and only requires a few things to run and render, - Optional: multi-viewports support. etc. -This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). +This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). It is important to understand the difference between the core Dear ImGui library (files in the root folder) and the backends which we are describing here (backends/ folder). @@ -47,50 +49,61 @@ and the backends which we are describing here (backends/ folder). - You should be able to write backends for pretty much any platform and any 3D graphics API. e.g. you can get creative and use software rendering or render remotely on a different machine. +## Using standard Backends -### Integrating a backend +**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in +your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. -See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc. +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. -### List of backends +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + +### List of standard Backends In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: List of Platforms Backends: - imgui_impl_android.cpp ; Android native app API - imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ - imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) - imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org - imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*) - imgui_impl_win32.cpp ; Win32 native API (Windows) - imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) + imgui_impl_android.cpp ; Android native app API + imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) + imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_win32.cpp ; Win32 native API (Windows) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) List of Renderer Backends: - imgui_impl_dx9.cpp ; DirectX9 - imgui_impl_dx10.cpp ; DirectX10 - imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 - imgui_impl_metal.mm ; Metal (with ObjC) - imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) - imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) + imgui_impl_dx9.cpp ; DirectX9 + imgui_impl_dx10.cpp ; DirectX10 + imgui_impl_dx11.cpp ; DirectX11 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (ObjC or C++) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL + imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3) imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) - imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+) - imgui_impl_vulkan.cpp ; Vulkan - imgui_impl_wgpu.cpp ; WebGPU (web and desktop) + imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!). + imgui_impl_vulkan.cpp ; Vulkan + imgui_impl_wgpu.cpp ; WebGPU (web + desktop) List of high-level Frameworks Backends (combining Platform + Renderer): imgui_impl_allegro5.cpp + imgui_impl_null.cpp Emscripten is also supported! -The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. - -### Backends for third-party frameworks, graphics API or other languages - -See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). +The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. ### Recommended Backends @@ -98,18 +111,32 @@ If you are not sure which backend to use, the recommended platform/frameworks fo |Library |Website |Backend |Note | |--------|--------|--------|-----| -| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | +| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended | | SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | | +| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | | Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | +If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends. + +## Using third-party Backends + +See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). + +## Writing your own Backend ### Using a custom engine? You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...
Think twice! -If you are new to Dear ImGui, first try using the existing backends as-is. +TL;DR; +- Writing your own Renderer Backend is easy. +- Writing your own Platform Backend is harder and you are more likely to introduce bugs. +- **It is unlikely you will add value to your project by creating your own backend.** + +**Consider using the existing backends as-is**. You will save lots of time integrating the library. +Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly. You can LATER decide to rewrite yourself a custom backend if you really need to. In most situations, custom backends have fewer features and more bugs than the standard backends we provide. If you want portability, you can use multiple backends and choose between them either at compile time @@ -131,16 +158,221 @@ Suggestion: try using a non-portable backend first (e.g. win32 + underlying grap your desktop builds working first. This will get you running faster and get your acquainted with how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API... -Generally: -It is unlikely you will add value to your project by creating your own backend. - Also: -The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows +The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific requests such as: "create an additional OS window", "create a render context", "get the OS position of this -window" etc. See 'ImGuiPlatformIO' for details. +window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details. Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult than supporting single-viewport. If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from improvements and fixes related to viewports and platform windows without extra work on your side. + +### Platform: Implementing your Platform Backend + +The Platform backends in impl_impl_XXX.cpp files contain many implementations. + +**In your `ImGui_ImplXXX_Init()` function:** +- You can allocate your backend data and use `io.BackendPlatformUserData` to store/retrieve it later. +- Set `io.BackendPlatformName` to a name `"imgui_impl_xxxx"` which will be available in e.g. About box. +- Set `io.BackendPlatformUserData` to your backend data. +- Set `io.BackendFlags` with supported optional features: + - `ImGuiBackendFlags_HasGamepad`: supports gamepad and currently has one connected. + - `ImGuiBackendFlags_HasMouseCursors`: supports honoring GetMouseCursor() value to change the OS cursor shape. + - `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + - `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only) + - `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only) + +**In your `ImGui_ImplXXX_NewFrame()` function:** +- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame. +- Set `io.DisplaySize` to your window size. +- Set `io.DisplayFrameBufferSize` to your window pixel density (macOS/iOS only). +- Update mouse cursor shape is supported. + +**In your `ImGui_ImplXXX_NewFrame()` function or event handlers:** +- **Mouse Support** + - Use `io.AddMousePosEvent()`, `io.AddMouseButtonEvent()`, `io.AddMouseWheelEvent()` to pass mouse events. + - Use `io.AddMouseSourceEvent()` if you are able to distinguish Mouse from TouchScreen from Pen inputs. TouchScreen and Pen inputs requires different logic for some Dear ImGui features. + - Use `io.AddMouseViewportEvent()` to specify which viewport/OS window is being hovered by the mouse. Read instructions carefully as this is not as simple as it seems! (multi-viewports only) +- **Keyboard Support** + - Use `io.AddKeyEvent()` to pass key events. + - Use `io.AddInputCharacter()` to pass text/character events. +- **Gamepad Support** + - Use `io.AddKeyEvent()` and `io.AddKeyAnalogEvent()` to pass gamepad events, using `ImGuiKey_GamepadXXX` values. +- **Miscellaneous** + - Clipboard Support: setup `Platform_GetClipboardTextFn()`, `Platform_SetClipboardTextFn()` handlers in `ImGuiPlatformIO`. + - Open in Shell support: setup `Platform_OpenInShellFn()` handler in `ImGuiPlatformIO`. + - IME Support: setup `Platform_SetImeDataFn()` handler in `ImGuiPlatformIO`. + - Use `io.AddFocusEvent()` to notify when application window gets focused/unfocused. +- **Multi-viewport Support** + - Update monitor list if supported. + - Setup all required handlers in `ImGuiPlatformIO` to create/destroy/move/resize/title/focus/etc. windows. + +### Rendering: Implementing your RenderDrawData function + +Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field). +Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot. +As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices. + +```cpp +void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data) +{ + // TODO: Update textures. + // - Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // - This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates. + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // TODO: Setup render state: + // - Alpha-blending enabled + // - No backface culling + // - No depth testing, no depth writing + // - Scissor enabled + MyEngineSetupenderState(); + + // TODO: Setup texture sampling state + // - Sample with bilinear filtering (NOT point/nearest filtering). + // - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + MyEngineSetupenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } +} +``` + +### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+) + +Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things. + +**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.** + +`ImFontAtlas` functions such as `Build()`, `GetTexDataAsRGBA32()`, `GetTexDataAsAlpha8()`, `SetTexID()`, `IsBuilt()` were obsoleted in favor if iterating a `Textures[]` array and updating their state when requested by Dear ImGui. + +**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:** + +- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines) +- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines) +- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines) +- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines) +- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines) +- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines) +- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines) +- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines) +- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines) +- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines) +- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines) +- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines) +- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines) + +**Instructions:** + +- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature. +- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures. +- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures. +- (Both arrays are `ImVector`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.) + +Pseudo-code for processing a texture: +```cpp +if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); +``` +```cpp +void MyImGuiBackend_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create texture based on tex->Width, tex->Height. + // - Most backends only support tex->Format == ImTextureFormat_RGBA32. + // - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8. + + // Upload all texture pixels + // - Read from our CPU-side copy of the texture and copy to your graphics API. + // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed. + + // Store your data, and acknowledge creation. + tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd. + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there) + } + if (tex->Status == ImTextureStatus_WantUpdates) + { + // Upload a rectangle of pixels to the existing texture + // - We only ever write to textures regions which have never been used before! + // - Use tex->TexID or tex->BackendUserData to retrieve your stored data. + // - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size. + // - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended. + // - Read from our CPU-side copy of the texture and copy to your graphics API. + // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed. + + // Acknowledge update + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + // If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2 + + // Destroy texture + // - Use tex->TexID or tex->BackendUserData to retrieve your stored data. + // - Destroy texture in your graphics API. + + // Acknowledge destruction + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} +``` +Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this. diff --git a/third_party/imgui/docs/CHANGELOG.txt b/third_party/imgui/docs/CHANGELOG.txt index 16fc04d39f..a9c0fea2f6 100644 --- a/third_party/imgui/docs/CHANGELOG.txt +++ b/third_party/imgui/docs/CHANGELOG.txt @@ -35,6 +35,1846 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.92.5 (Released 2025-11-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.5 + +Breaking Changes: + + - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022). + - ImGuiKey_ModCtrl --> ImGuiMod_Ctrl + - ImGuiKey_ModShift --> ImGuiMod_Shift + - ImGuiKey_ModAlt --> ImGuiMod_Alt + - ImGuiKey_ModSuper --> ImGuiMod_Super + - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). + Using io.ClearInputKeys() is enough. + - BeginChild: commented out legacy names which were obsoleted in 1.90.0 (Nov 2023), + 1.90.9 (July 2024), 1.91.1 (August 2024). (#462, #7687) + - ImGuiChildFlags_Border --> ImGuiChildFlags_Borders + - ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). + - ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). + So: + - BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + - BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) + - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. + Use SetNextItemAllowOverlap() _before_ item instead. + +Other Changes: + +- Windows: + - Config flag io.ConfigWindowsMoveFromTitleBarOnly is now latched during + Begin(), effectively allowing to change the value on a per-window basis. + (although there is a better internal mechanism for it). + - Fixed single-axis auto-sizing (via double-clicking a border or passing + 0.0f on one axis of SetNextWindowSize() call) to take account of remaining + scrollbar on the other axis. (#9060) + - Fixed an issue where repeated calls to SetNextWindowSize() using 0.0f + to auto-size on a given axis would keep marking ini settings as dirty. +- Tables: + - Fixed a bug where nesting BeginTable()->Begin()->BeginTable() would + result in temporarily incorrect state, which would lead to bugs to side effects + in various locations, e.g. GetContentRegionAvail() calls or using clipper. (#9005) + EndTable() was mistakenly restoring a wrong current table. + - Angled headers: fixed an auto-resize feedback loop that could + affect tables with empty non-resizing columns using angled headers, making + them typically flicker back and forth between +0 and +1 pixels. +- Disabled: fixed a bug when a previously enabled item that got nav focus + and then turns disabled could still be activated using keyboard. (#9036) +- InputText: + - When buffer is not resizable, trying to paste contents that cannot + fit will now truncate text to nearest UTF-8 codepoint boundaries, + instead of completely ignoring the paste. (#9029) + - Avoid continuously overwriting ownership of ImGuiKey_Enter/_KeypadEnter + keys in order to allow e.g. external Shortcut override behavior. (#9004) + - When using a callback to reduce/manipulate the value of BufTextLen, + we do not require anymore that CursorPos be clamped by user code. (#9029) + - Fixed an assert when using ImGuiInputTextFlags_ReadOnly and making + underlying contents shorter while text is selected. (#9069, #3237) + (regression from 1.92.3) + - InputTextMultiline: fixed a crash when using ImGuiInputTextFlags_WordWrap and + resizing the parent window while keeping the multi-line field active (which is + most typically achieved when resizing programmatically or via a docking layout + reacting to a platform window resize). (#3237, #9007) [@anton-kl, @ocornut] +- Nav: + - Reworked PageUp/PageDown logic to pick same-page top/bottom page based + on inner rectangle rather than clipping rectangle, ensuring consistent + (but occasionally less practical) navigation result when a window is + partially out of screen. (#787) + - Improved/clarified behavior when requesting PageUp/PageDown from a + focused item which is outside of visible boundaries: now ends up one + page away from focused item. (#9079) + - Clipper: fixed an issue when using up/down from an item outside of + visible bound and using the clipper. (#9079) +- Fonts: + - Calling ImFontAtlas::Clear() mid-frame without re-adding a font will + lead to a more explicit crash. +- Textures: + - Fixed an issue preventing multi-contexts from using each others' fonts + if context 2 runs after context 1's Render() function. (#9039) +- MultiSelect: added ImGuiMultiSelectFlags_NoSelectOnRightClick to disable default + right-click processing, which selects item on mouse down and is designed for + context-menus. (#8200, #9015) +- Groups: fixed an issue reporting IsItemEdited() signal after EndGroup() when + triggered by some widgets e.g. Checkbox(), Selectable() and many others, which + cleared ActiveId at the same time as editing. (#9028) + Note that IsItemDeactivatedAfterEdit() was not affected, only IsItemEdited(). +- Misc: standardized casing of keyboard mods in comments and demo, showing + as e.g. "Ctrl" instead of "CTRL". +- CI: Added Dear ImGui Test Suite to CI builds. [@rokups] +- Drag and Drop: + - Added ImGuiDragDropFlags_AcceptDrawAsHovered to make accepting item render + as hovered, which can allow using e.g. Button() as drop target. (#8632) + - Pressing Escape while carrying a payload automatically cancel the + active drag and drop. (#9071) + - Style: added ImGuiCol_DragDropTargetBg, style.DragDropTargetRounding, + style.DragDropTargetBorderSize and style.DragDropTargetPadding to configure + the drop target highlight. (#9056) [@aaronkirkham] +- Demo: About Box: emit infos to convey when IM_ASSERT() macro is disabled, + - so users don't miss out on programming errors being reported. + - so it is included in config/build info submitted in new GitHub Issues. +- Debug Tools: + - Fixed DebugTextEncoding() potentially reading out of bounds when + provided a trailing truncated UTF-8 sequence. + - Metrics: fixed table and columns rect highlight from display when + debug/metrics window is not in the same viewport as the table. +- Backends: + - NULL: added imgui_impl_null platform/renderer backend. + This is designed if you need to run e.g. context with no input or no ouput. + - GLFW: fixed building on Linux platforms where Wayland headers + are not available. (#9024, #8969, #8921, #8920) [@jagot] + - GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. Though + a recent version e.g GLFW 3.4 is highly recommended! (#9055) [@Clownacy] + - GLFW: fixed last `ImGui_ImplGlfw_Shutdown()` not immediately clearing the context + map, which would be detected by leak trackers. (#9075, #8676, #8239, #8069) [@erincatto] + - SDL3: fixed Platform_OpenInShellFn() return value (the return value + was unused in core but might be used by a direct caller). (#9027) [@achabense] + - SDL3: fixed an issue with missing characters events when an already active text + field changes viewports. (#9054) + - Vulkan: added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to + Volk (default to "volk.h"). (#9008, #7722, #6582, #4854) [@mwlasiuk] + - WebGPU: update to compile with Dawn and Emscripten's 4.0.10+ + '--use-port=emdawnwebgpu' ports. (#8381, #8898, #7435) [@brutpitt, @trbabb] + When using Emscripten 4.0.10+, backend now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN + instead of IMGUI_IMPL_WEBGPU_BACKEND_WGPU, if neither are specified. + - WebGPU: added various internal/optional helpers to wrap some of the + Dawn/WGPU/Emscripten debacle quirks: (#8381) [@brutpitt] + - ImGui_ImplWGPU_CreateWGPUSurfaceHelper(). + - ImGui_ImplWGPU_IsSurfaceStatusError(), ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(). + - ImGui_ImplWGPU_DebugPrintAdapterInfo(), + - ImGui_ImplWGPU_GetBackendTypeName(), ImGui_ImplWGPU_GetAdapterTypeName(), + ImGui_ImplWGPU_GetDeviceLostReasonName(), ImGui_ImplWGPU_GetErrorTypeName(), + ImGui_ImplWGPU_GetLogLevelName(). + - Win32: Revert 1.92.4 change of comparing dwPacketNumber, which prevents + refreshing accurate gamepad info after focus-out + io.ClearInputKeys(). (#8556) +- Examples: + - NULL: update examples_null to use imgui_impl_null (which is a bit overengineering + but somehow consistent). + - GLFW+WebGPU: update example for latest specs, to work on Emscripten 4.0.10+, + latest Dawn-Native and WGPU-Native. (#8381, #8567, #8191, #7435) [@brutpitt] + - GLFW+WebGPU: removed unnecessary ImGui_ImplWGPU_InvalidateDeviceObjects() call + during surface resize. (#8381) + - SDL2+WebGPU: added new example (Emscripten + native Dawn/WGPU). (#8381) [@brutpitt] + - SDL3+WebGPU: added new example (Emscripten + native Dawn/WGPU). (#8381) [@brutpitt] + - Win32+OpenGL3: enable DPI awareness. (#9083) + + +----------------------------------------------------------------------- + VERSION 1.92.4 (Released 2025-10-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.4 + +Breaking Changes: + +- Backends: + - TreeNode, Selectable, Clipper: commented out legacy names obsoleted in + 1.89.7 (July 2023) and 1.89.9 (Sept 2023): + ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap + ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap + ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex() + - Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo: + init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass + init_info.Subpass --> init_info.PipelineInfoMain.Subpass + init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples + init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo + It makes things more consistent and was desirable to introduce new settings for + secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz] + - Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo + (introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()` + so it should not affect many users). (#8110, #8111) + - Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a + `VkImageUsageFlags image_usage` argument. + It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults + to that when the value is 0. In theory the function is an internal helper but + since it's used by our examples some may have used it. (#8946, #8111, #8686) + +Other Changes: + +- Windows: added lower-right resize grip on child windows using both + ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani] + The grip is not visible before hovering to reduce clutter. +- Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when + using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983) +- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers() + helpers to null all handlers. (#8945, #2769) +- Inputs: + - Shortcuts: added support for combining ImGuiInputFlags_RouteFocused + (which is the default route) with ImGuiInputFlags_RouteOverActive, allowing + to steal shortcuts from active item without using global routing. (#9004) +- InputText: + - Fixed single-line InputText() not applying fine character clipping + properly (regression in 1.92.3). (#8967) [@Cyphall] + - Fixed an infinite loop error happening if a custom input text + callback modifies/clear BufTextLen before calling InsertChars(). + (regression from 1.92.3). Note that this never really worked correctly, but + previously it would only temporary wreck cursor position, and since 1.92.3 it + would go in an infinite loop. (#8994, #3237) +- Textures: + - Fixed a crash if texture status is set to ImTextureStatus_WantDestroy by a backend + after it had already been destroyed. This would typically happen when calling + ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811) + - Allowed backend to destroy texture while inside the NewFrame/EndFrame + scope. Basically if a backend decide to destroy a texture that we didn't request + to destroy (for e.g. freeing resources) the texture is immediately set to + a ImTextureStatus_WantCreate status again. (#8811) + - Fixed an issue preventing multi-contexts sharing a ImFontAtlas from + being possible to destroy in any order. + - Fixed not updating ImTextureData's RefCount when destroying a context + using a shared ImFontAtlas, leading standard backends to not properly + free texture resources. (#8975) [@icrashstuff] +- Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section. +- Misc: Relaxed internal assert in MarkItemEdited() to allow for more use cases. (#8997) +- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode, + Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc. + See misc/debuggers/ for details. (#8950) [@mentlerd] +- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r] +- Docs: updated FAQ with new "What is the difference between Dear ImGui and + traditional UI toolkits?" entry. (#8862) +- Backends: + - All backends call ImGuiPlatformIO::ClearPlatformHandlers() and + ClearRendererHandlers() on shutdown, so as not to leave function pointers + which may be dangling when using backend in e.g. DLL. (#8945, #2769) + - DirectX12: reuse a command list and allocator for texture uploads instead + of recreating them each time. (#8963, #8465) [@RT2Code] + - DirectX12: Rework synchronization logic. (#8961) [@RT2Code] + (presumably fixes old hard-to-repro crash issues such as #3463, #5018) + - DirectX12: Reuse texture upload buffer and grow it only when + necessary. (#9002) [@RT2Code] + - DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code] + - OpenGL3: fixed GL loader to work on Haiku OS which does not support + `RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes] + - GLFW: fixed build on platform that are neither Windows, macOS or + known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion] + - SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our + window is hovered, as the event data is reliable and enough in this case. + - Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786) + - Essentially a workaround for SDL3 bug which will be fixed in SDL 3.3.0. + - Better perf on X11 as querying global position requires a round trip to X11 server. + - Win32: minor optimization not submitting gamepad io again if + XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN] + - Vulkan: added a way to specify custom shaders by filling init fields + CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A] + - DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3: + ensure that a texture in ImTextureStatus_WantDestroy state always turn to + ImTextureStatus_Destroyed even if your underlying graphics data was already + destroyed. (#8977) +- Examples: + - SDL2+DirectX11: Try WARP software driver if hardware driver is + not available. (#5924, #5562) + - SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82] + - Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code] + - Made examples's main.cpp consistent with returning 1 on error. + + +----------------------------------------------------------------------- + VERSION 1.92.3 (Released 2025-09-17) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.3 + +Other Changes: + +- Fonts: fixed merging a font and specifying a font target in DstFont + that's not the last added font (regression in 1.92). (#8912) +- Fonts: fixed an assertion failure when a rectangle entry has been reused + 1024 times (e.g. due to constant change of font size). (#8906) [@cfillion] +- Clipper, Tables: added ImGuiListClipperFlags_NoSetTableRowCounters as a way to + disable the assumption that 1 clipper item == 1 table row, which breaks when + e.g. using clipper with ItemsHeight=1 in order to clip in pixel units. (#8886) +- Scrollbar, Style: added configurable style.ScrollbarPadding value and corresponding + ImGuiStyleVar_ScrollbarPadding enum, instead of an hard-coded computed default. (#8895) +- Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused + window has the ImGuiWindowFlags_NoNavFocus flag. (#8914) +- Nav: fixed a crash that could occur when opening a popup following the processing + of a global shortcut while no windows were focused. +- Bullet: fixed tessellation which looked out of place in very large sizes. +- InputText: added ImGuiInputTextFlags_WordWrap flag to word-wrap multi-line buffers. + (#3237, #952, #1062, #7363). Current caveats: + - This is marked as beta because not being tested enough. + Please report any incorrect cursor movement, selection behavior etc. bug to #3237. + - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words + larger than total available width) may be particularly unpleasing. + - Wrapping width needs to always account for the possibility of a vertical scrollbar. + - It is currently much slower than regular text fields: + - Ballpark estimate of cost on my 2019 desktop PC: + For a 100 KB text buffer: +~0.3 ms/+~1.0 ms (Optimized vs Debug builds). + - The CPU cost is very roughly proportional to text length, so a 10 KB buffer + should cost about ten times less. +- InputText, InputInt, InputFloat: fixed an issue where using Escape to revert + would not write back the reverted value during the IsItemDeactivatedAfterEdit() + frame if the provided input buffer doesn't store temporary edits. + (regression in 1.91.7) (#8915, #8273) +- InputText: fixed an issue where using Escape with ImGuiInputTextFlags_EscapeClearsAll + would not write back the cleared value during the IsItemDeactivatedAfterEdit() + frame if the provided input buffer doesn't store temporary edits. (#8915, #8273) +- InputText: allow passing an empty string with buf_size==0. (#8907) + In theory the buffer size should always account for a zero-terminator, but idioms + such as using InputTextMultiline() with ImGuiInputTextFlags_ReadOnly to display + a text blob are facilitated by allowing this. +- InputText: refactored internals to simplify and optimizing rendering of selection. + Very large selection (e.g. 1 MB) now take less overhead. +- InputText: revert a change in 1.79 where pressing Down or PageDown on the last line + of a multi-line buffer without a trailing carriage return would keep the cursor + unmoved. We revert back to move to the end of line in this situation. +- InputText: fixed pressing End (without Shift) in a multi-line selection from + mistakenly moving cursor based on selection start. +- Focus, InputText: fixed an issue where SetKeyboardFocusHere() did not work + on InputTextMultiline() fields with ImGuiInputTextFlags_AllowTabInput, since + they normally inhibit activation to allow tabbing through multiple items. (#8928) +- Selectable: added ImGuiSelectableFlags_SelectOnNav to auto-select an item when + moved into, unless Ctrl is held. (automatic when in a BeginMultiSelect() block). +- TabBar: fixed an issue were forcefully selecting a tab using internal API would + be ignored on first/appearing frame before tabs are submitted (#8929, #6681) +- DrawList: fixed CloneOutput() unnecessarily taking a copy of the ImDrawListSharedData + pointer, which could to issue when deleting the cloned list. (#8894, #1860) +- DrawList: made AddCallback() assert when passing a null callback. +- Debug Tools: ID Stack Tool: fixed using fixed-size buffers preventing long identifiers + from being displayed in the tool. (#8905, #4631) +- Debug Tools: ID Stack Tool: when ### is used, uncontributing prefix before the ### + is now skipped. (#8904, #4631) +- Debug Tools: ID Stack Tool: added option to hex-encode non-ASCII characters in + output path. (#8904, #4631) +- Debug Tools: ID Stack Tool: fixed a crash when using PushOverrideID(0) during + a query. (#8937, #4631) +- Debug Tools: Fixed assertion failure when opening a combo box while using + io.ConfigDebugBeginReturnValueOnce/ConfigDebugBeginReturnValueLoop. (#8931) [@harrymander] +- Demo: tweaked ShowFontSelector() and ShowStyleSelector() to update selection + while navigating and to not close popup automatically. +- CI: Updates Windows CI to use a more recent VulkanSDK. (#8925, #8778) [@yaz0r] +- Examples: Android: Android+OpenGL3: update Gradle project (#8888, #8878) [@scribam] +- Examples: GLFW+OpenGL2, GLFW+Vulkan, GLFW+Metal, Win32+Vulkan: Fixed not applying + content scale consistently with other examples. (#8921, #8756) +- Backends: GLFW: distinguish X11 vs Wayland to fix various scaling issues. + (#8920, #8921) [@TheBrokenRail, @pthom, @ocornut] + - window/monitor content scales are always reported as 1.0 on Wayland. + - framebuffer scales are always reported as 1.0 on X11. +- Backends: SDL2: window/monitor content scales are always reported as 1.0 on Wayland. + (#8920, #8921) [@TheBrokenRail, @pthom, @ocornut] +- Backends: SDL3: use SDL_GetWindowDisplayScale() on Mac to obtain DisplayFrameBufferScale, + fixing incorrect values during resolution changes e.g. going fullscreen. + (#8703, #4414) [@jclounge] +- Backends: SDL_GPU: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and + PresentMode to configure how secondary viewports are created. Currently only used + multi-viewport mode. (#8892) [@PTSVU] +- Backends: Vulkan: added ImGui_ImplVulkan_CreateMainPipeline() to recreate pipeline + without reinitializing backend. (#8110, #8111) [@SuperRonan] + + +----------------------------------------------------------------------- + VERSION 1.92.2b (Released 2025-08-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.2b + +Changes: + +- Fixed IsItemHovered() failing on disabled items and items that have no + identifier (e.g. Text() calls) when holding mouse button. (#8877, #8883) + [Regression in 1.92.2]. +- Made IsItemHovered() on holding mouse button down on disabled items not + leak between items when the window cannot be moved. +- Backends: Allegro5: Fixed texture format setup which didn't work on all + setups/drivers. (#8770, #8465) +- Backends: Allegro5: Added ImGui_ImplAllegro5_SetDisplay() function to + change current ALLEGRO_DISPLAY, as Allegro applications often need to do that. +- Backends: Allegro5: Fixed missing support for ImGuiKey_PrintScreen + under Windows, as raw Allegro 5 does not receive it. + + +----------------------------------------------------------------------- + VERSION 1.92.2 (Released 2025-08-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.2 + +Breaking Changes: + +- Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. + Kept inline redirection enum (will obsolete). (#261, #351) +- Backends: SDL_GPU3: changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, + which is more natural and easier for user to manage. If you need to change the current sampler, + you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) + +Other Changes: + +- Fixed an old inconsistency between IsItemHovered() and internal hovering check, + where IsItemHovered() would return true to mouse was first clicked on the + background of a non-moveable window then moved over the item or button. + Note that while it is consistent with other logic, there is a possibility + that some third-party code may accidentally relied on this. One can always use + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem to bypass the active id check. + (#8877) [@achabense, @ocornut] +- Fonts: fixed an issue when a font using MergeMode has a reference size + specified but the target font doesn't. Usually either all fonts should + have a reference size (only required when specifying e.g. GlyphOffset), + or none should have a reference size. +- Fonts: fixed a crash when changing texture format when using a legacy + backend. Most commonly would happen when calling GetTexDataAsRGBA32() + then immediately calling GetTexDataAsAlpha8(). (#8824) +- Windows: fixed an issue where resizable child windows would emit border + logic when hidden/non-visible (e.g. when in a docked window that is not + selected), impacting code not checking for BeginChild() return value. (#8815) +- Textures: Fixed support for `#define ImTextureID_Invalid` to non-zero value: + ImFontAtlas() was incorrectly cleared with zeroes. (#8860, #8745) [@cfillion] +- Tables: fixed TableGetRowIndex() which never correctly worked when using + a clipper (it exists for consistency but is almost never used, as it is + often more convenient to use index in caller-code, whereas TableGetRowIndex() + includes header rows). +- Tables: fixed imgui_internal.h's TableGetHoveredRow() the same way. (#7350, #6588, #6250) +- Tabs: added new fitting policy ImGuiTabBarFlags_FittingPolicyMixed + and made it the default. This policy shrink tab width down to a given amount, + and then beyond that it enable scrolling buttons. (#3421, #8800) +- Tabs: added style.TabMinWidthShrink, ImGuiStyleVar_TabMinWidthShrink to + control the width to shrink to in ImGuiTabBarFlags_FittingPolicyMixed mode. + (#3421, #8800). +- Tabs: when scrolling is enabled, track selected tabs when resizing down + parent container. This does not prevent to horizontally scroll it out of + view during normal operations. (#3421, #8800) +- Tabs: added style.TabMinWidthBase, ImGuiStyleVar_TabMinWidthBase to control + the base minimum width of a tab (default to 1.0f). This is the size before + any potential shrinking is applied. +- Tabs: fixed tab bar underline not drawing below scroll buttons, when + they are enabled (minor regression from 1.90). (#6820, #4859, #5022, #5239) +- Tabs: made scrolling buttons never keyboard/gamepad navigation candidates. +- Nav, Tables: fixed navigation within scrolling tables when item boundaries + goes beyond columns limits. The fix done in 1.89.6 didn't work correctly + on scrolling windows. (#8816, #2221) +- Nav: fixed a bug where ImGuiKey_NavGamepadMenu (==ImGuiKey_GamepadFaceLeft) + button couldn't toggle between main and menu layers while navigating a Modal + window. (#8834) +- Error Handling: minor improvements to error handling for TableGetSortSpecs() + and TableSetBgColor() calls. (#1651, #8499) +- Misc: fixed building with IMGUI_DISABLE_DEBUG_TOOLS only. (#8796) +- Misc: fixed building with IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION. (#8794) +- Misc: removed more redundant inline static linkage from imgui_internal.h to + facilitate using in C++ modules. (#8813, #8682, #8358) [@stripe2933] +- Misc: ImVector: skip memcpy in operator= if `Data` isn't initialized in order + to play nice with -fsanitize=undefined. (#8874) [@i25e] +- CI: Added SDL3 builds to MacOS and Windows. (#8819, #8778) [@scribam] +- CI: Updated Windows CI to use a more recent SDL2. (#8819, #8778) [@scribam] +- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, #8825) [@shi-yan] +- Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead + of SDL_AcquireGPUSwapchainTexture(). (#8830) [@itsdanott] +- Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_VSYNC present mode. +- Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown() + to facilitate multiple init/shutdown cycles in same process. (#8792) [@tim-rex] +- Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating + textures. (#8802) [@Daandelange] +- Backends: SDL_GPU3: expose current SDL_GPUSampler* in the ImGui_ImplSDLGPU3_RenderState + struct. (#8866, #8163, #7998, #7988) +- Backends: Vulkan: Fixed texture update corruption introduced in 1.92.0, + affecting some drivers/setups. (#8801, #8755, #8840) [@Retro52, @Miolith] +- Backends: Vulkan: Avoid calling vkCmdBindDescriptorSets() when texture + has not changed. (#8666) [@micb25] + + +----------------------------------------------------------------------- + VERSION 1.92.1 (Released 2025-07-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.1 + +Changes: + +- Fonts: added ImFontAtlas::SetFontLoader() to dynamically change font + loader at runtime without using internal API. (#8752, #8465) +- Fonts: fixed a bug where dynamically changing font loader would lose + the Fallback and Ellipsis glyphs under some circumstance. (#8763) +- Fonts: for large size fonts, layout/size calculation only load glyphs metrics. + Actual glyphs are renderer+packed when used by drawing functions. (#8758, #8465) +- Fonts: set a maximum font size of 512.0f at ImGui:: API level to reduce + edge cases (e.g. out of memory errors). ImDrawList:: API doesn't have the + constraint. (#8758) +- Fonts: Restore ImFontConfig::FontNo being a 32-bits value as this is needed + to pass full range of information into e.g. FreeType's face_index, as higher + bits are used from FreeType 2.6.1. (#8775) [@Valakor] + (the field has been erroneously reduced from 32-bits to 8-bit in 1.92.0) +- Fonts, Tables: fixed PushFont() having no effect when called after submitting + a hidden column. (#8865) +- Textures: Fixed support for `#define ImTextureID_Invalid` to non-zero value: + ImTextureData() was incorrectly cleared with zeroes. (#8745) [@rachit7645] +- Demo: Added "Text -> Font Size" demo section. (#8738) [@Demonese] +- CI: Fixed dllimport/dllexport tests. (#8757) [@AidanSun05] +- CI: Updated to use latest Windows image + VS2022. +- Debug Tools: added IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS to detect + id conflicts _before_ hovering. This is very slow and should only be used + temporarily. (#8651, #7961, #7669) +- Examples: GLFW+OpenGL3, GLFW+WGPU: Emscripten Makefiles uses GLFW port + 'contrib.glfw3' which offers better HiDPI support. (#8742) [@pthom] +- Backends: GLFW, SDL2 made ImGui_ImplGLFW_GetContentScaleXXX() and + ImGui_ImplSDL2_GetContentScaleXXXX() helpers return 1.0f on Emscripten + and Android platforms, matching macOS logic. (#8742, #8733) [@pthom] +- Backends: SDL3: avoid calling SDL_StartTextInput() again if already active. + (fixes e.g.: an issue on iOS where the keyboard animation will popup every + time the user types a key + probably other things) (#8727) [@morrazzzz] +- Backends: OSX: added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress + mouse cursor support. (#8739) [@cfillion] +- Backends: Allegro5: fixed texture update broken on some platforms where + ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. (#8770) +- Backends: Vulkan: use nonCoherentAtomSize to align upload_size, fixing + validation error on some setups. (#8743, #8744) [@tquante] +- Backends: Vulkan: fixed texture synchronization issue introduced in 1.92.0, + leading to validation layers reacting. (#8772) [@Majora320] + + +----------------------------------------------------------------------- + VERSION 1.92.0 (Released 2025-06-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.0 + +THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! +I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCE, +BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED. + +For instructions to upgrade your custom backend: +--> See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + +IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, +PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: + https://github.com/ocornut/imgui/issues/ +If you are using custom widgets, internals or third-party extension that are somehow +breaking and aren't obvious how to solve, please post in Issues so we can gather +data and share solutions that may help others. + +As part of the plan to reduce impact of API breaking changes, several unfinished +changes/features/refactors related to font and text systems and scaling will be +part of subsequent releases (1.92.1+). + +If you are updating from an old version, and expecting a massive or difficult update, +consider first updating to 1.91.9 to reduce the amount of changes. + +Breaking changes: + +- Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific + logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + - This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): + - Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. + - This already worked before, but is now pretty much required. + - With a new backend (1.92+), + - This should be all automatic. + - FramebufferScale is automatically used to set current font RasterizerDensity. + - FramebufferScale is a per-viewport property provided by backend through the + Platform_GetWindowFramebufferScale() handler in 'docking' branch. +- Fonts: **IMPORTANT** on Font Sizing: + - Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has a REQUIRED size parameter. + void PushFont(ImFont* font) --> void PushFont(ImFont* font, float size); + - PushFont(font, 0.0f) // Change font and keep current size + - PushFont(NULL, 20.0f) // Keep font and change current size + - PushFont(font, 20.0f) // Change font and set size to 20.0f + - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. + - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior, for fixed size fonts. + - To use old behavior use 'ImGui::PushFont(font, font->LegacySize)' at call site. + We intentionally didn't add a default parameter because it would make the long-term + transition more difficult. + - Kept inline redirection font. Will obsolete. + - Global scale factors may be applied over the provided size. + This is why it is called 'FontSizeBase' in the style structure. + - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. + - ImFont::FontSize was removed and does not make sense anymore. + - ImFont::LegacySize is the size passed to AddFont(). + - Removed support for old PushFont(NULL) which was a shortcut for "revert to default font". + `PushFont(NULL, some_size)` now keeps current change and changes size. + - Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. +- Fonts: **IMPORTANT** on Font Merging: + - When searching for a glyph in multiple merged fonts: we search for the FIRST font source + which contains the desired glyph. Because the user doesn't need to provide glyph ranges + any more, it is possible that a glyph that you expected to fetch from a secondary/merged + icon font may be erroneously fetched from the primary font. + - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source: + // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range + static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + ImFontConfig cfg1; + cfg1.GlyphExcludeRanges = exclude_ranges; + io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + // Add Font Source 2, which expects to use the range above + ImFontConfig cfg2; + cfg2.MergeMode = true; + io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to + see list of glyphs available in multiple font sources. This can facilitate understanding + which font input is providing which glyph. +- Fonts: **IMPORTANT** on Thread Safety: + - A few functions such as font->CalcTextSizeA() were by sheer luck (== accidentally) + thread-safe even thou we had never provided that guarantee before. They are + definitively not thread-safe anymore as new glyphs may be loaded. + +- Textures: + - All API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef': + - ImTextureRef ais small composite structure which may be constructed from a ImTextureID. + (or constructed from a ImTextureData* which represent a texture which will generally + be ready by the time of rendering). + - Affected functions are: + - ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), + - ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - We suggest that C users and any higher-level language bindings generators may + facilitate converting this in some way, aka emulating the trivial C++ constructor. +- Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID() + and IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. + Kept redirection functions (will obsolete). + - A majority of old backends should still work with new code (behaving like they did before). + - For instructions to upgrade your custom backend: + https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + - Calling ImFontAtlas::Build() before initializing new backends will erroneously trigger + preloading all glyphs. Will be detected with an assertion after the backend is initialized. +- Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) + since v1.91.8. It is quite important you keep it automatic until we decide if we want + to provide a way to express finer policy, otherwise you will likely waste texture space + when using large glyphs. Note that the imgui_freetype backend doesn't use and does not + need oversampling. +- Fonts: specifying glyph ranges is now unnecessary. + - The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. + - All GetGlyphRangesXXXX() functions are now marked obsolete: + - GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), + GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), + GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), + GetGlyphRangesThai(), GetGlyphRangesVietnamese(). +- Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + (it vaguely made sense with the old system as if unspecified textures width maxed up + to 4096 but that limit isn't necessary anymore, and Renderer_TextureMaxWidth covers this) + However you may set TexMinWidth = TexMaxWidth for the same effect. +- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on + ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. + An assert will trigger if you don't. +- Fonts: obsoleted ImGui::SetWindowFontScale() which is not useful anymore. Prefer using + PushFont(NULL, style.FontSizeBase * factor) or to manipulate other scaling factors. +- Fonts: obsoleted ImFont::Scale which is not useful anymore. +- Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition(): + - old: const char* CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. + This was necessary as 'scale' is assuming a unique font size. + Kept inline redirection function assuming using font->LegacySize. +- Fonts: generally reworked Internals of ImFontAtlas and ImFont. + While in theory a vast majority of users shouldn't be affected, some use cases or + extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used + sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Fields moved from ImFont to ImFontBaked: + - ImFont::IndexAdvanceX[] -> ImFontBaked::IndexAdvanceX[] + - ImFont::Glyphs[] -> ImFontBaked::Glyphs[] + - ImFont::Ascent, Descent -> ImFontBaked::Ascent, Descent + - ImFont::FindGlyph() -> ImFontBaked::FindGlyph() + - ImFont::FindGlyphNoFallback() -> ImFontBaked::FindGlyphNoFallback() + - ImFont::GetCharAdvance() -> ImFontBaked::GetCharAdvance() + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to + access font data for current font at current font size. + (and you may use font->GetFontBaked(size) to access it for any other size.) + g.Font == ImGui::GetFont() + g.FontSize == ImGui::GetFontSize() + g.FontBaked == ImGui::GetFontBaked() == ImGui::GetFont()->GetFontBaked(ImGui::GetFontSize()) + - Fields moved from ImFontAtlas to ImTextureData + - ImFontAtlas->TexWidth -> ImFontAtlas->TexData->Width + - ImFontAtlas->TexHeight -> ImFontAtlas->TexData->Height + - ImFontAtlas->TexPixelsAlpha8 -> ImFontAtlas->TexData->GetPixels() (when ImFontAtlas::TexDesiredFormat == ImTextureFormat_Alpha8) + - ImFontAtlas->TexPixelsRGBA32 -> ImFontAtlas->TexData->GetPixels() (when ImFontAtlas::TexDesiredFormat == ImTextureFormat_RGBA32) + Please report if you are affected! +- Fonts: (users of imgui_freetype) + - renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. + - renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. + - renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + - if you used runtime imgui_freetype selection rather than the default compile-time + option provided by IMGUI_ENABLE_FREETYPE: + - renamed/reworked ImFontBuilderIO into ImFontLoader, + - renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader() + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader() +- DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). +- Fonts: (users of custom rectangles) + - Renamed AddCustomRectRegular() to AddCustomRect(). (#8466) + - Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). (#8466) + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. + - ImFontAtlasCustomRect::X --> ImFontAtlasRect::x + - ImFontAtlasCustomRect::Y --> ImFontAtlasRect::y + - ImFontAtlasCustomRect::Width --> ImFontAtlasRect::w + - ImFontAtlasCustomRect::Height --> ImFontAtlasRect::h + Before: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + After: + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + We added a redirecting typedef but haven't attempted to magically redirect + the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts: + - Kept existing function which uses the font "default size" (Sources[0]->LegacySize). + - Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, + but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +- Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() + for all backends that had them. They should not be necessary any more. + - removed ImGui_ImplMetal_CreateFontsTexture(), ImGui_ImplMetal_DestroyFontsTexture(). + - removed ImGui_ImplOpenGL2_CreateFontsTexture(), ImGui_ImplOpenGL2_DestroyFontsTexture(). + - removed ImGui_ImplOpenGL3_CreateFontsTexture(), ImGui_ImplOpenGL3_DestroyFontsTexture(). + - removed ImGui_ImplSDLGPU3_CreateFontsTexture(), ImGui_ImplSDLGPU3_DestroyFontsTexture(). + - removed ImGui_ImplSDLRenderer2_CreateFontsTexture(), ImGui_ImplSDLRenderer2_DestroyFontsTexture(). + - removed ImGui_ImplSDLRenderer3_CreateFontsTexture(), ImGui_ImplSDLRenderer3_DestroyFontsTexture(). + - removed ImGui_ImplVulkan_CreateFontsTexture(), ImGui_ImplVulkan_DestroyFontsTexture(). +- Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback + obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM + to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if + previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150) + - Incorrect way to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Correct ways to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. +- TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent + for clarity. Kept inline redirection enum (will obsolete). (#1079, #8639) +- Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted + in 1.89.4 (March 2023). (#3092) + - PushAllowKeyboardFocus(bool tab_stop) --> PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); + - PopAllowKeyboardFocus() --> PopItemFlag(). +- Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted + in 1.89.6 (June 2023). + - ForceDisplayRangeByIndices() --> IncludeItemsByIndex() +- Backends: SDL3: Fixed casing typo in function name: (#8509, #8163, #7998, #7988) [@puugz] + - Imgui_ImplSDLGPU3_PrepareDrawData() --> ImGui_ImplSDLGPU3_PrepareDrawData() +- Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly + preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387) + +Non-breaking Fonts/Textures related changes: + +- Textures: added partial texture update protocol. (#8465, #3761) + - The Renderer Backend needs to set io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures + and handle texture updates requests. + - New structs: ImTextureData, ImTextureRect. + - New enums: ImTextureStatus, ImTextureFormat. + - During its ImGui_ImplXXXX_RenderDrawData() call, the backend can now access a texture list + in ImDrawData::Textures[]. Textures may have four distinct states: + - ImTextureStatus_WantCreate: requesting backend to create a texture. + - ImTextureStatus_WantUpdates: requesting backend to copy given blocks from the CPU side + copy of the texture to your graphics pipeline. + A 'tex->Updates[]' list of update is provided as well as a single 'tex->UpdatesRect' bounding box. + - ImTextureStatus_WantDestroy: requesting backend to destroy the texture. + - A 'int UnusedFrames' value is provided to conveniently defer destroying. + - Backend is generally free to destroy textures whenever they like. + - ImTextureStatus_OK: nothing to do. + - Almost all standard backends have been updated to support this. + - Backends have allowed to destroy textures at any time if they desire so. + A list is available in platform_io.Textures[] for this purpose and for backend shutdown. + - Both stb_truetype and FreeType backends have been updated to work with the new + system, and they now share more code than before. + - Added '#define IMGUI_HAS_TEXTURES' to facilitate compile-time checks for third-party + extensions until this is merged with a definitive version number to check. +- Fonts: font backend/loader may easily be changed dynamically, allowing users to compare + rasterizers outputs and features. imgui_freetype is generally beneficial. +- Fonts: ImFontAtlas::AddFontXXX() functions may be called at any time during the frame. +- Fonts: ImFontAtlas::AddFontXXX() can fail more gracefully if error handling is configured + to not assert (this will be better exposed via future font flags). +- Fonts: added style.FontScaleBase scaling factor (previously called io.FontGlobalScale). +- Fonts: added style.FontScaleDpi scaling factor. This is designed to be be changed on + per-monitor/per-viewport basis, which `io.ConfigDpiScaleFonts` does automatically. + (which is why it is separate from FontScaleBase). +- Fonts: added optional font_size parameter to ImGui::PushFont() function. +- Fonts: added ImFontAtlas::RemoveFont() function. +- Fonts: added ImFontAtlas::CompactCache() function. +- Fonts: added ImFontAtlas::TexDesiredFormat field (default to ImTextureFormat_RGBA32, + can be changed to ImTextureFormat_Alpha8). +- Fonts: added ImFontAtlas::TexMinWidth, TexMinHeight, TexMaxWidth, TexMaxHeight fields. +- Fonts: added ImFontConfig::PixelSnapV to align scaled GlyphOffset.y to pixel boundaries. +- Fonts: added ImFontConfig::GlyphExcludeRanges[], which behave similarly to + ImFontConfig::GlyphRanges[], but has the opposite meaning. It is tailored to situations + where merged fonts have overlapping characters. +- Fonts: added "Input Glyphs Overlap Detection Tool" which dumps a list of glyphs + provided by merged sources, which may help setting up a GlyphExcludeRanges[] filter. +- Fonts: added ImFontAtlas::FontBackendName (which is surfaced in the "About Dear ImGui" + window and other locations). +- Fonts: added ImFontFlags (currently needs to be passed through ImFontConfig until + we revamp font loading API): + - ImFontFlags_NoLoadError: disable erroring/assert when calling AddFontXXX() + with missing file/data. Calling code is expected to check AddFontXXX() return value. + - ImFontFlags_NoLoadGlyphs: disable loading new glyphs. + - ImFontFlags_LockBakedSizes: disable loading new baked sizes, disable garbage + collecting current ones. e.g. if you want to lock a font to a single size. +- Fonts: the general design has changed toward meaning that a ImFont doesn't have + have a specific size: it may be bound and drawn with any size. + - We store ImFontBaked structures internally, which are a cache of information + for a given size being drawn. You should not need to deal with ImFontBaked directly. + - ImFontBaked structures may be cleaned up between frames when unused, pointers + to them are only valid for the current frame. + - Added ImFontBaked::IsGlyphLoaded() function. +- Fonts: Custom Rect packing has generally been reworked. (#8107, #7962, #1282) + - ImFontAtlas::AddCustomRect() (previously AddCustomRectRegular()/AddCustomRectFontGlyph()) + functions will immediately return a packed rectangle identifier, and you can write your + pixels immediately - previously had to wait for Build() to be called. + This is also the case when using a legacy backend. + - Custom packed rectangles may be moved during a texture change, aka practically anytime. + Always refer to latest uvs/position returned by GetCustomRect(). + - AddCustomRect() returns ImFontAtlasRectId_Invalid on failure. + - Added ImFontAtlas::RemoveCustomRect() function. + - GetCustomRect() can safely return false and not crash when passed an invalid or removed id. +- Fonts: texture is now stored in a single format CPU side (save ~25% when using RGBA). +- Fonts: changing current font to one from a different atlas is supported. (#8080) +- Fonts: automatic baking of an "..." ellipsis works better with monospace fonts. +- Fonts: each ImFontConfig font source may provide a custom backend/loader. +- Fonts: added platform_io.Renderer_TextureMaxWidth/Renderer_TextureMaxHeight fields + for Renderer Backend to specify if there is a maximum accepted texture size (not yet used). +- Fonts: added compile-time overridable '#define ImTextureID_Invalid 0' if you need 0 + to be a valid low-level texture identifier. +- Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead + of a single character. (#7024) +- Fonts: word-wrapping code handle ideographic comma & full stop (U+3001, U+3002). (#8540) +- Fonts: fixed CalcWordWrapPosition() fallback when width is too small to wrap: + would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540) +- Debug Tools: Fonts section: add font preview, add "Remove" button, add "Load all glyphs" + button, add selection to change font backend when both are compiled in. +- Renderer Backends: + - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5: + - Added ImGuiBackendFlags_RendererHasTextures support for all backends. (#8465, #3761, #3471) + [@ocornut, @ShironekoBen, @thedmd] + - Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backends. + Available if you want to start uploading textures right after ImGui::Render() and without + waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or + multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860) +- Special thanks for fonts/texture related feedback to: @thedmd, @ShironekoBen, @rodrigorc, + @pathogendavid, @itamago, @rokups, @DucaRii, @Aarkham, @cyfewlp. + +Other Changes: + +- IO: variations in analog-only components of gamepad events do not interfere + with trickling of mouse position events (#4921, #8508) +- Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() bypassing the + codepath that preserve last contents size when collapsed, resulting in + programmatically uncollapsing auto-sizing windows having them flicker size + for a frame. (#7691) [@achabense] +- Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683) +- Windows: loosened code to allow hovering of resize grips, borders, and table + borders while hovering a sibling child window, so that the code in master matches + one in docking (they accidentally diverged). (#8554) +- Windows: BeginChild(): fixed being unable to combine manual resize on one axis + and automatic resize on the other axis. (#8690) + e.g. neither ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeY + or ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX worked before. +- TreeNode: added experimental flags to draw tree hierarchy outlines linking + parent and tree nodes: (#2920) + - ImGuiTreeNodeFlags_DrawLinesNone: No lines drawn (default value in style.TreeLinesFlags). + - ImGuiTreeNodeFlags_DrawLinesFull: Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. + - ImGuiTreeNodeFlags_DrawLinesToNodes: Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. + - Added style.TreeLinesFlags which stores the default setting, + which may be overridden in individual TreeNode() calls. + - Added style.TreeLinesSize (default to 1.0f). + - Added style.TreeLinesRadius (default to 0.0f). + - Added ImGuiCol_TreeLines (in default styles this is the same as ImGuiCol_Border). + - Caveats: + - Tree nodes may be used in many creative ways (manually positioning openable + nodes in unusual ways, using indent to create tree-looking structures, etc.) + and the feature may not accurately represent them in every cases. + - The feature adds a little cost as extra data needs to be stored. + (ImGuiTreeNodeFlags_DrawLinesToNodes is slower than ImGuiTreeNodeFlags_DrawLinesFull + which may be meaningful on very large trees, as it needs to record bottom-most + Y position even for clipped nodes). + - The feature is unlikely to ever work properly when using a coarse clipper + such as ImGuiListClipper. +- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns. +- InputText: fixed cursor positioning issue using up/down keys near end of lines while + editing non-ASCII text. (Regression from 1.91.2) (#8635, #7925) +- InputText: fixed a buffer overrun that could happen when using dynamically resizing + buffers (e.g. imgui_stdlib.cpp for std::string, or ImGuiInputTextFlags_CallbackRezize) + and programmatically making an insertion. (#8689) [@ocornut, @m9710797] +- Tables: fixed TableHeader() eager vertical clipping of text which may be noticeable + with FramePadding.y was too small. (#6236) +- Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() + in a certain order. (#8595, #8250) +- Tabs: fixes small issues with how "..." ellipsis moved depending on visibility + of Close Button or Unsaved Document marker. (#8387) +- Tooltips: tooltips have a maximum size corresponding to host display/monitor size, + which mitigates edge case issues in multi-viewport scenarios where abnormally large + windows (e.g. determined programmatically) can lead to renderer backend trying to + create abnormally large framebuffers. +- TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660) +- Scroll: fixed contents size, scrollbar visibility and scrolling resetting issues + with abnormally large contents ranges. (#3609, #8215) +- Clipper: some mitigation/improvements for abnormally large contents ranges. (#3609, #8215) +- Nav: fixed assertion when holding gamepad FaceLeft/West button to open + CTRL+Tab windowing + pressing a keyboard key. (#8525) +- Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not + being enabled on windows with menu or title bar. +- Nav: fixed an issue handling PageUp/PageDown on windows with abnormally large contents + range which could lead to clipper requesting very large ranges. +- Error Handling: added better error report and recovery for extraneous + EndPopup() call. (#1651, #8499) +- Error Handling: added better error report and recovery when calling EndFrame() + or Render() without NewFrame(). Was previously only an assert. +- Style, InputText: added ImGuiCol_InputTextCursor to configure color of + the InputText cursor/caret. (#7031) +- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch). +- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently + of WantVisible. This is set in the same structure because activating text input generally + requires providing a window to the backend. (#8584, #6341) +- DrawList: Fixed a regression from 1.91.1 where a Begin()/PushFont()/AddImage() sequence + would not restore the correct atlas Texture Identifier when the PushFont() call used + a font from a different atlas. (#8694, caused by #3224, #3875, #6398, #7903) +- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74] +- Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@johmani] +- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). +- Renderer Backends: + - Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing + to load fonts between the Init and NewFrames calls. + - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which + were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode] + - Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) + - Backends: OpenGL3: made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor + GL_PRIMITIVE_RESTART. (#8664) [@DyXel] + - Backends: DirectX12: Fixed build on MinGW. (#8702, #4594) [@playday3008] + - Backends: DirectX10, DirectX11, DirectX12: Honor FramebufferScale to allow for custom + platform backends and experiments using it (consistently with other renderer backends, + even though in normal condition it is not set under Windows). (#8412) [@WSSDude] + - Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's + pColorAttachmentFormats buffer when set, in order to reduce common user-error of + specifying a pointer to data that gets out of scope. (#8282) + - Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + + try both non-KHR and KHR versions. (#8600, #8326, #8365) [@ChrisTom-94] + - Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples + and by multi-viewports implementation, which would typically trigger errors while detaching + secondary viewports. (#8600, #8176) [@ChrisTom-94] +- Platform Backends: + - Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() + helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time + GLFW version checks + returning 1.0f on Apple platform. + - Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) + - Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow() + helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f + on Apple platforms. SDL3 already does this by default. + - Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) + would fail to claim it again the next subsequent click. (#8594) + - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad + regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) + - Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't + call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use + the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688] + - Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. + - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText() + memory ownership change. (#8530, #7801) [@Green-Sky] + - Backends: SDL3: honor ImGuiPlatformImeData::WantTextInput as an alternative + way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584) + - Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into + viewport->PlatformHandleRaw. (#8725, #8726) [@eertbleyen] + - Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing + our view. (#8644) [@BingoXuan] +- Examples: + - Examples: Made many examples DPI aware by default. + The single-viewport is basically: + - Query monitor DPI scale. Helpers are provided in some backends. + - Call style.ScaleAllSizes() and set style.FontScaleDpi with this factor. + Multi-viewport applications may set both of those flags: + - io.ConfigDpiScaleFonts = true; + - io.ConfigDpiScaleViewports = true; + Which will scale fonts but NOT style padding/spacings/thicknesses yet. + - Examples: Apple+Metal, Apple+OpenGL: add Makefile (CLion opens them nicely). (#8637) [@pthom] + - Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to + get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) [@dooann] + + +----------------------------------------------------------------------- + VERSION 1.91.9b (Released 2025-03-17) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9b + +- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934) +- Tables: Fixed issues when loading .ini settings for a table with columns using + ImGuiTableColumnFlags_DefaultHide or ImGuiTableColumnFlags_DefaultSort. (#8496, #7934) + + +----------------------------------------------------------------------- + VERSION 1.91.9 (Released 2025-03-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9 + +Breaking changes: + +- Image: removed 'tint_col' and 'border_col' parameter from Image() function. (#8131, #8238) + - Old function signature: + void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - New function signatures: + void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - New behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - Old behavior altered border size (and therefore layout) based on border color's + alpha, which caused variety of problems. + - Old behavior used a fixed value of 1.0f for border size which was not tweakable. + - Kept legacy signature (will obsolete), which mimics the old behavior, + but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - Added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. + It was impossible to add 'bg_col' to Image() with a parameter order consistent with + other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). +- Renamed ImFontConfig::GlyphExtraSpacing.x option to GlyphExtraAdvanceX. (#242) +- Renamed style.TabMinWidthForCloseButton to style.TabCloseButtonMinWidthUnselected. +- Backends: Vulkan: Added 'uint32_t api_version' argument to ImGui_ImplVulkan_LoadFunctions(). + Note that it was also added to ImGui_ImplVulkan_InitInfo but for the later it is optional. + (#8326, #8365, #8400) +- Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[], +- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. +- Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead + of "##Menu_00", allowing them to also store the menu name before it. This shouldn't + affect code unless directly accessing menu window from their mangled name. + +Other changes: + +- Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), + RadioButton(), Selectable(). Regression from 2025/01/13. (#8370) +- Windows: Fixed an issue where BeginChild() inside a collapsed Begin() + wouldn't inherit the SkipItems flag, resulting in missing coarse clipping + opportunities for code not checking the BeginChild() return value. +- Windows, Style: Added style.WindowBorderHoverPadding setting to configure + inner/outer padding applied to hit-testing of windows borders and detection + of hovered window. +- InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [@tanksdude] +- InputText: Pasting a multi-line buffer into a single-line edit replaces + carriage return by spaces. (#8459) +- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect) + when a user callback modified the buffer contents in a way that altered the + visibility of the preview/hint buffer. (#8368) [@m9710797, @ocornut] +- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small, + which amusingly made it disappear when using very big font/frame size. +- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a + feedback loop manifesting with ScrollbarX visibility toggling on and off + repeatedly. (#8488, #3285, #4539) + (feedback loops of this sort can manifest in various situations, but combining + horizontal + vertical scrollbar + using a clipper with varying width items is + one frequent cause. The better solution is to, either: (1) enforce visibility + by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable + contents width with SetNextWindowContentSize(), if you can compute it.) +- Tables: fixed calling SetNextWindowScroll() on clipped scrolling table + to not leak the value into a subsequent window. (#8196) +- Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly + restored when hot-reloading .ini state. (#7934) +- Tables: tamed some .ini settings optimizations to more accurately allow + overwriting/hot-reloading settings in more situations. (#7934) +- Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) +- Image: Added ImageWithBg() variant with bg color and tint color. (#8131, #8238) +- Image, Style: Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) +- Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and + specifying a selectable size. (#8338) +- Tabs, Style: made the Close Button of selected tabs always visible by default, + without requiring to hover the tab. (#8387) + - Added style.TabCloseButtonMinWidthSelected/TabCloseButtonMinWidthUnselected settings + to configure visibility of the Close Button for selected and unselected tabs. + (-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width) + - Default for selected tabs: TabCloseButtonMinWidthSelected = -1.0f (always visible) + - Default for unselected tabs: TabCloseButtonMinWidthUnselected = 0.0f (visible when hovered) +- Tabs: fixed middle-mouse-button to close tab not checking that close button + is hovered, merely its visibility. (#8399, #8387) [@nicovanbentum] +- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. + (#8451, #7660) [@achabense] +- TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to + handle UTF-8 regardless of system regional settings. (#7660) [@achabense] +- Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested + BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) +- Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() + could incorrectly offset the final cursor, even if that index was not iterated through. + One case where it would manifest was calling Combo() with an out of range index. (#8450) +- Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker (defaults to true) + to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669) +- Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) +- imgui_freetype: update lunasvg API to support v3.0+. (#8656, #6842, #6591) [@moretromain] +- Misc: Various zealous warning fixes for newer version of Clang. +- Misc: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursors + (busy/wait/hourglass shape, with or without an arrow cursor). +- Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions. +- Demo: Combos: demonstrate a very simple way to add a filter to a combo, + by showing the filter inside the combo contents. (#718) +- Examples: SDL3: Added comments to clarify setup for users of the unfortunate + SDL_MAIN_USE_CALLBACKS feature. (#8455) +- IO: Added ImGuiKey_Oem102 to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468) +- Backends: reworked key handlers to use/prioritize untranslated scancodes instead of + translated keycodes when dealing with OEM keys which are too difficult to find a reliable + translated mapping on all systems, backends and keyboard layout. + (#7136, #7201, #7206, #7306, #7670, #7672, #8468) + - The affected keys are: ImGuiKey_Apostrophe, ImGuiKey_Comma, ImGuiKey_Minus, ImGuiKey_Period, + ImGuiKey_Slash, ImGuiKey_Semicolon, ImGuiKey_Equal, ImGuiKey_LeftBracket, ImGuiKey_RightBracket, + ImGuiKey_Backslash, ImGuiKey_GraveAccent, and newly introduced ImGuiKey_Oem102. + - This is NOT affecting characters used the text inputs. + - Fixes many cases of keys not emitting a ImGuiKey value with certain keyboard layouts. + - Makes emitted ImGuiKey values more consistent regardless of keyboard mapping, + but you may be getting different values as before. + - Win32, SDL2, SDL3: Use scancodes for OEM keys. + - GLFW: GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 are emitting ImGuiKey_Oem102. +- Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled + with asserts enabled. (#8452) +- Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn + handler. (#7660) [@achabense] +- Backends: SDL2, SDL3, Win32, Allegro5: Added support for ImGuiMouseCursor_Wait + and ImGuiMouseCursor_Progress cursors. +- Backends: SDL2, SDL3: Avoid calling SDL_GetGlobalMouseState() when mouse is in + relative mode. (#8425, #8407) [@TheMode] +- Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged, + to mitigate issues with e.g. Linux debuggers not claiming capture back on debug + break. (#6410, #3650) +- Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend + from e.g. other DLL boundaries. (#8406) +- Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() + signature started breaking in 1.91.8 due to missing command queue. (#8429) +- Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] +- Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. + Default to header version if unspecified. (#8326, #8365) [@mklefrancois] +- Backends: Vulkan: Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" + (without -KHR suffix) on API 1.3. (#8326, #8365) [@mklefrancois] +- Backends: WebGPU: Recreate image bind groups during render to allow reuse of + WGPUTextureView pointers. (#8426, #8046, #7765, #8027) [@pplux, @Jairard] +- Backends: WebGPU: Fix for DAWN API change WGPUProgrammableStageDescriptor -> WGPUComputeState. + [@PhantomCloak] (#8369) +- Backends: WebGPU: Fix for webgpu-native API changes. (#8426) [@pplux] + + +----------------------------------------------------------------------- + VERSION 1.91.8 (Released 2025-01-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.8 + +Breaking changes: + +- ColorEdit, ColorPicker: redesigned how alpha is displayed in the preview + square. (#8335, #1578, #346) + - Removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + - Prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. + - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + - The new flags may be combined better and allow finer controls: + - ImGuiColorEditFlags_AlphaOpaque: disable alpha in the preview, but alpha value still editable. + - ImGuiColorEditFlags_AlphaNoBg: disable rendering a checkerboard background behind transparent color. + - ImGuiColorEditFlags_AlphaPreviewHalf: display half opaque / half transparent preview. +- Backends: SDLGPU3: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device + for consistency. (#8163, #7998, #7988) + +Other changes: + +- imgui_freetype: fixed issue where glyph advances would incorrectly be + snapped to pixels. Effectively it would only be noticeable when hinting + is disabled with ImGuiFreeTypeBuilderFlags_NoHinting, as hinting itself + snaps glyph advances. +- Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) + Use if you absolutely need to distinguish single-click from double-clicks + by introducing a delay. This is a very rarely used UI idiom, but some apps + use this: e.g. MS Explorer single-click on an icon triggers a rename. + Generally use with 'delay >= io.MouseDoubleClickTime' + combine with a + 'GetMouseClickedCount() == 1' check. +- Windows: legacy SetWindowFontScale() is properly inherited by nested child + windows. Note that an upcoming major release should make this obsolete, + but in the meanwhile it works better now. (#2701, #8138, #1018) +- Windows, Style: Fixed small rendering issues with menu bar, resize grip and + scrollbar when using thick border sizes. (#8267, #7887) +- Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) + Also made some of the fields accessible after BeginChild() to match Begin() logic. +- Error Handling: Recovery from missing EndMenuBar() call. (#1651) +- Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) + It previously overrode the current layer back to main layer, which caused an issue + with MainMenuBar attempted to release focus when leaving the menu layer. +- Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() + being unable to save their settings, as the main menu bar uses _NoSavedSettings. (#8356) +- ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] +- Tabs, Style: reworked selected overline rendering to better accommodate + for rounded tabs. Reduced default thickness (style.TabBarOverlineSize), + increased default rounding (style.TabRounding). (#8334) [@Kian738, @ocornut] +- Debug Tools: Tweaked font preview. +- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245) +- Fonts: IndexLookup[] table hold 16-bit values even in ImWchar32 mode, + as it accounts for number of glyphs in same font. This is favorable to + CalcTextSize() calls touching less memory. +- Fonts: OversampleH/OversampleV defaults to 0 for automatic selection. + - OversampleH == 0 --> use 1 or 2 depending on font size and use of PixelSnapH. + - OversampleV == 0 --> always use 1. +- ImFontAtlas: made calling ClearFonts() call ClearInputData(), as calling + one without the other is never correct. (#8174, #6556, #6336, #4723) +- Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in + provided example, to reduce latency. +- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by + vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister] +- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode() + with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329) +- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode() + with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) +- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects(). + Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988) +- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match + SDL_Color. (#8327) [@dkosmari] +- Backends: DirectX12: Texture upload use the command queue provided in + ImGui_ImplDX12_InitInfo instead of creating its own. +- Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele] + + +----------------------------------------------------------------------- + VERSION 1.91.7 (Released 2025-01-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.7 + +Breaking changes: + +- TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth + for consistency with other names. Kept redirection enum (will obsolete). (#6937) + +Other changes: + +- Fixed issues with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not + emitting a reliable signal when an item is deactivated externally: e.g. + via an explicit clear of focus, clear of active id, opening of modal etc. + (#5184, #5904, #6766, #8303, #8004) + - It used to work when the interruption happened in the frame before the + active item as submitted, but not after. It should work in both cases now. + - While this is not specific to a certain widgets, typically it would + mostly be noticeable on InputText() because it keeps ActiveId for a + longer time while allowing other interaction to happen. +- Error Handling: Fixed bugs recovering from within a table that created + a child window, and from nested child windows. (#1651) +- Error Handling: Turned common EndTable() and other TableXXX functions + fail cases into a recoverable error. (#1651, #8314) +- Error Handling: Basic error handling options in Demo->Tools->Debug Options. (#1651) +- InputText: Fixed a bug where character replacements performed from a callback + were not applied when pasting from clipboard. (#8229) +- InputText: Fixed issue when activating a ReadOnly field when the underlying + value is being modified. (#8242) +- InputText: Added sanity check to detect some cases of passing a non + zero-terminated input buffer. +- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key, + although IsItemEdited() was behaving correctly. (#8273) +- Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal + scrolling region when the table is hosted in a viewport with negative + coordinates (left of primary monitor, with multi-viewports enabled). +- Tables, MultiSelect: Fixed an issue where column width may be mismeasured + when calling BeginMultiSelect() while inside a table. (#8250) +- TreeNode, Tables: Added ImGuiTreeNodeFlags_LabelSpanAllColumns to make + the label (not only the highlight/frame) also spans all columns. This is + useful for table rows where you know nothing else is submitted. (#8318, #3565) + Obviously best used with ImGuiTableFlags_NoBordersInBodyUntilResize. +- Selectable: Fixed horizontal label alignment when combined with using + ImGuiSelectableFlags_SpanAllColumns. (#8338) +- Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard + modifiers altering the tweak speed. Useful if you want to alter tweak speed + yourself based on your own logic. (#8223) +- Nav: Fixed an issue where Alt key would clear current active item on + windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) +- Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even + if a popup is blocking mouse access to the debug log window. (#5855) +- Debug Tools: Item Picker: Always available in Tools menu regardless of value + of io.ConfigDebugIsDebuggerPresent. (#2673) +- Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically + created from a single comma character, affecting some fonts/settings (not all). +- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h] +- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur] +- Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen(). (#8300) +- Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x]. +- Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even + though it is currently not doing anything particular. (#8163, #7998, #7988) +- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears + to leak on on X11 (#8256). [@Helodity] +- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal] +- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom] +- Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for + platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF] +- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions + primarily for the purpose of making our examples simpler. +- Backends: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify + how many image sampler descriptors are expected to be available in the provided + descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025 + this number will grow (will stay a small number). (#6642) +- Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. + Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590) +- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590) +- Examples: Added Win32+Vulkan example for completeness. (#8180) [@jristic] + + +----------------------------------------------------------------------- + VERSION 1.91.6 (Released 2024-12-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.6 + +Breaking changes: + +- Backends: DX12: Changed ImGui_ImplDX12_Init() signature to take a + ImGui_ImplDX12_InitInfo struct. + - Using the new API, application is now required to pass function pointers + to allocate/free SRV Descriptors. + - We provide convenience legacy fields to pass a single descriptor, + matching the old API, but upcoming features will want multiple. + - Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). +- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to + be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [@Teselka] + - As a result, some .ini data may be partially lost when storing checksums + (docking and tables information particularly). + - Because some users have crafted and storing .ini data as a way to workaround + limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' + compile-time option to keep using old CRC32 tables if you cannot afford invalidating + old .ini data. + +Other changes: + +- Error Handling: fixed cases where recoverable error handling would crash when + processing errors outside of the NewFrame()..EndFrame() scope. (#1651) +- Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during + the first frame or when scrolling flags have changed. (#8196) +- InputText: added ImGuiInputTextFlags_ElideLeft to elide left side and ensure right side + of contents is visible when whole text is not fitting (useful for paths/filenames). + (#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut] +- InputText: reactivating last activated InputText() doesn't restore horizontal scrolling + (which was disabled during deactivation anyway). +- Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). +- Misc: added IMGUI_DISABLE_DEFAULT_FONT to strip embedded font from binary. (#8161) + [@demonese] +- Demo: example tree used by Property Editor & Selection demos properly freed + on application closure. (#8158) [@Legulysse] +- Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted + for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut] +- Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka] +- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. +- Backends: DirectX12: Let user specifies the DepthStencilView format by setting + ImGui_ImplDX12_InitInfo::DSVFormat. (#8217) [@bmarques1995] +- Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience, + when setting init_info->DescriptorPoolSize then the backend will create and manage + one itself. (#8172, #4867) [@zeux] +- Examples: Win32+DX12: Using a basic free-list allocator to manage multiple + SRV descriptors. + + +----------------------------------------------------------------------- + VERSION 1.91.5 (Released 2024-11-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.5 + +Breaking changes: + +- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before). + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead. + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - Pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - you can use IsKeyDown() instead of reading from io.KeysDown[]. + - For more references: + - read 1.87 and 1.88 part of API BREAKING CHANGES in imgui.cpp or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - If you have trouble updating a very old codebase using legacy backend-specific key codes: + consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - Obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). + Probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? +- Fonts: removed const qualifiers from most font functions in prevision for upcoming fonts improvements. + +Other changes: + +- Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp + between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861) +- Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use + PressedOnClick instead of PressedOnClickRelease when unspecified. + - This is intended to make the +/- buttons of InputInt/InputFloat react on the + initial mouse down event. + - Note that it may reveal incorrect usage if you were using InputInt/InputFloat + without persistent storage by relying solely on e.g. IsItemDeactivatedAfterEdit(): + this was never supported and didn't work consistently (see #8149). +- InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within + a callback would sometimes prevents further appending to the buffer. +- Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default + styles as the current look is not right (but ImGuiCol_TabSelectedOverline stays the same). +- Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC option to + automatically copy window contents into clipboard using CTRL+C. This is experimental + because (1) it currently breaks on nested Begin/End, (2) text output quality varies, + and (3) text output comes in submission order rather than spatial order. +- Log/Capture: better decorating of BeginMenu() and TabItem() output. +- Log/Capture: a non terminated log ends automatically in the window which called it. +- imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the + first font in a merged set has no loaded glyph. (#8081) +- Backends: DX12: Unmap() call specify written range. The range is informational and + may be used by debug tools. +- Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the + actual include. (#8095, #7967, #3190) [@sev-] +- Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing + by 100.0f on Emscripten target. (#4019, #6096, #1463) +- Examples: SDL3+Vulkan: Added example. (#8084, #8085) +- Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll() + which has been deprecated. (#8013) [@feather179] + + +----------------------------------------------------------------------- + VERSION 1.91.4 (Released 2024-10-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.4 + +Breaking changes: + +- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with + newly exposed and reworked features. Kept inline redirection enum (will obsolete). +- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + - This removes the requirement to redefine it for backends which are e.g. storing + descriptor sets or other 64-bits structures when building on 32-bits archs + (namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers. + - You may have compile-time warnings if you were casting to 'void*' instead of 'ImTextureID' + when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + In doubt it is almost always better to do an intermediate intptr_t cast, since it + allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...); + - Note that you can always define ImTextureID to be your own high-level structures + (with dedicated constructors and extra render parameters) if you like. +- IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. +- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool + (note the inverted value!). (#2517, #2009) + Kept legacy names (will obsolete) + code that copies settings once the first time. + Dynamically changing the old value won't work. Switch to using the new value! + +Other changes: + +- IO: added 'void* platform_io.Renderer_RenderState' which is set during the + ImGui_ImplXXXX_RenderDrawData() of standard backends to expose selected render + states to your draw callbacks. (#6969, #5834, #7468, #3590) +- IO: io.WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) +- Error Handling: turned a few more functions into recoverable errors. (#1651) +- Nav (Keyboard/Gamepad navigation): + - Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure + visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787) + - Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling + of cursor visibility (mouse click hide the cursor, arrow keys makes it visible). + - Set io.ConfigNavCursorVisibleAlways to keep cursor always visible. + - Nav: added SetNavCursorVisible(bool visible) function to manipulate visibility of + navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059) + - Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change + how pressing Escape affects navigation. (#8059, #2048, #1074, #3200) + - Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight. + - Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect. + - Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window, + is for some reason your app relies on imgui focus to take other decisions. + - Nav: pressing escape to hide the navigation cursor doesn't clear location, so it may be + restored when Ctrl+Tabbing back into the same window later. + - Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200) + - Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant + when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth. +- Disabled: clicking a disabled item focuses parent window. (#8064) +- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but + not display navigation highlight. Properly navigation on it by default. (#8057) +- InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) +- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation + (1.91.3 regression). (#8036) +- DrawList: AddCallback() added an optional size parameter allowing to copy and + store any amount of user data for usage by callbacks: (#6969, #4770, #7665) + - If userdata_size == 0: we copy/store the 'userdata' argument as-is (existing behavior). + It will be available unmodified in ImDrawCmd::UserCallbackData during render. + - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata' (new behavior). + We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData + will point inside that buffer so you have to retrieve data from there. Your callback + may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + - Note that we use a raw type-less copy. +- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218) +- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys, + preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048) + [@geertbleyen] +- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is + enabled or not. (#6417) +- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not + supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946) +- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render + OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE. + Providing headers/libraries for plutosvg + plutovg is up to you (see #7927 for help). + (#7927, #7187, #6591, #6607) [@pthom] +- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in + ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks. + (#6969, #5834, #7468, #3590) +- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler + to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230) + + +----------------------------------------------------------------------- + VERSION 1.91.3 (Released 2024-10-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.3 + +Breaking changes: + +- Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special + value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) +- Drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. + It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f + to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + +Other changes: + +- Error Handling: Enabled/improved error recovery systems. (#1651, #5654) + - Error recovery is provided as a way to facilitate: + - Recovery after a programming error. Native code or scripting language (the later + tends to facilitate iterating on code while running). + - Recovery after running an exception handler or any error processing which may skip code + after an error has been detected. + - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + You not are not supposed to rely on it in the course of a normal application run. + - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + - By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled! + - Possible usage: facilitate recovery from errors triggered from a scripting language or + after specific exceptions handlers. Surface errors to programmers in less aggressive ways. + - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled + when making direct imgui API calls! Otherwise it would severely hinder your ability to + catch and correct mistakes! + - Added io.ConfigErrorRecovery to enable error recovery support. + - Added io.ConfigErrorRecoveryEnableAssert to assert on recoverable errors. + - Added io.ConfigErrorRecoveryEnableDebugLog to output to debug log on recoverable errors. + - Added io.ConfigErrorRecoveryEnableTooltip to enable displaying an error tooltip on recoverable errors. + The tooltip include a way to enable asserts if they were disabled. + - All options are enabled by default. + - Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details. +- Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window + using ImGuiChildFlags_ResizeX,ImGuiChildFlags_ResizeY in order to override its current + size. (#1710, #8020) +- Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328) +- Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). (#8002, #7328) + Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location. +- Drags: split ImGuiSliderFlags_AlwaysClamp into two distinct flags: (#7968, #3361, #76) + - ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput + ImGuiSliderFlags_ClampZeroRange. + - Previously _AlwaysClamp only did the equivalent of _ClampOnInput. + - Added ImGuiSliderFlags_ClampOnInput which is now a subset of AlwaysClamp. + (note that it was the old name of AlwaysClamp, but we are reintroducing that name). + - Added ImGuiSliderFlags_ClampZeroRange to enforce clamping even when v_min==v_max==0.0f + in drag functions. Sliders are not affected. +- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip + appeared during drag and drop release. +- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so that + transitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing + info from one to the other. (#8036) +- Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036) +- Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. +- Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL. + (#8009, #8010) [@blitz-research] + +----------------------------------------------------------------------- + VERSION 1.91.2 (Released 2024-09-19) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2 + +Breaking changes: + + - Internals: using multiple overlaid ButtonBehavior() with same ID will now have the + io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + It was one of the rare case where using same ID is legal. Workarounds: + - use single ButtonBehavior() call with multiple _MouseButton flags + - or surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + +Other changes: + +- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669) + THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS! + - The tool detects when multiple items are sharing the same identifier, due to not + using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes. + Very frequently it happens when using empty "" labels. + - When hovering an item with a conflicting ID, all visible items with the same ID will + be highlighted and an explanatory tooltip is made visible. + - The feature may be disabled and is exposed in Demo->Tools menu. + - I've been wanting to add this tool for a long time, but was stalled by finding a way to + not make it spammy + make it practically zero cost. After @pthom made various proposals to + solve the same problem (thanks for pushing me!), I decided it was time to finish it. + - Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some + reason you intend to have duplicate identifiers. + - (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, + #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, + #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, + #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, + #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, + #7472, #7581, #7724, #7926, #7937 and probably more..) +- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439) +- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling + in a table with outer borders. (#7970, #7821). +- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. +- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been + removed. Simplifications allowed to implement new optimizations for handling very large text buffers + (e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build). + This is the first step toward more refactoring. (#7925) [@alektron, @ocornut] +- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. +- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix + done in v1.90.5 was incomplete. (#7218) +- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend] +- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) +- Windows: fixed an issue where double-click to collapse could be triggered even while another + item is active, if the item didn't use the left mouse button. (#7841) +- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow + hacking in custom cursors if desirable. +- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos] +- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660) +- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam] +- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) + [@ypujante] +- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU + defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette] + +----------------------------------------------------------------------- + VERSION 1.91.1 (Released 2024-09-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1 + +Breaking changes: + +- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion] + Kept inline redirection flag (will obsolete). +- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + - in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency + with other functions. Pull your user data from platform_io.ClipboardUserData if used. + - as this is will affect all users of custom engines/backends, we are providing proper + legacy redirection (will obsolete). +- IO: moved other functions from ImGuiIO to ImGuiPlatformIO: + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + (Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and + often automatically set by core library and backends, we are exceptionally not maintaining + a legacy redirection symbol for those two.) +- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390) + - old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() requires an explicit 'const char* str_id' + - old ImageButton() had frame_padding' override argument. + - new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar(). + +Other changes: + +- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which + is a centralized spot to connect os/platform/renderer related functions. + Clipboard, IME and OpenInShell hooks are moved here. (#7660) +- IO, InputText: fixed an issue where typing text in an InputText() would defer character + processing by one frame, because of the trickling input queue. Reworked interleaved + keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858) +- Windows: adjust default ClipRect to better match rendering of thick borders (which are in + theory not supported). Compensate for the fact that borders are centered around the windows + edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) +- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for + ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485) +- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload + over an already open tree node using multi-select would incorrectly select it. (#7850) +- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when + used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850) +- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right + by an extra pixel + rework the change so that contents doesn't overlap the bottom and + right border in a scrolling table. (#6765, #3752, #7428) +- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple + synced instances that are laid out at different X positions. (#7933) +- Tabs: avoid queuing a refocus when tab is already focused, which would have the + side-effect of e.g. closing popup on a mouse release. (#7914) +- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46) +- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870) +- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) +- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside + a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973) +- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner, + fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072) +- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only + one component of a ImVec2 var. +- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903) +- Backends: + - Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not + provide a way to do a portable sleep. (#7844) + - Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using + the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante] + - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut] + - Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back + by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] + - Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString() + since GLFW own tests are doing that and it seems unnecessary. + - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO + instead of ImGuiIO. +- Examples: + - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop + to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) + - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. + +----------------------------------------------------------------------- + VERSION 1.91.0 (Released 2024-07-30) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0 + +Breaking changes: + +- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + It is expected that for a vast majority of users this is automatically set by core + library and/or platform backend so it won't have any effect. +- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838) + You should never need those functions! You can do everything in less a confusing manner by only + using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using + GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated. + I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()! + - GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x + - GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window +- Item flag changes: + - Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() + with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete). + - Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() + with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete). + - Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for + consistency. Kept inline redirecting functions (will obsolete). + + Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to + ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior. + (#1379, #1468, #2200, #4936, #5216, #7302, #7573) +- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) +- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. +- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to + ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante] + +Other changes: + +- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660) +- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660) + (*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**) + Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations. +- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the + typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723) +- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags: + - Added ImGuiItemFlags_NoTabStop to disable tabbing through items. + - Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787) + - Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787) + - Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior. + - Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups. + Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem(). + (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + - This was mostly all previously in imgui_internal.h. +- Multi-Select: added multi-select API and demos. (#1861, #6518) + - This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves, + SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible + items), box-selection with scrolling, and many other details. + - In the spirit of Dear ImGui design, your code owns both items and actual selection data. + This is designed to allow all kinds of selection storage you may use in your application + (e.g. set/map/hash, intrusive selection, interval trees, up to you). + - The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but... + using this correctly is more complicated. You need some sort of linear/random access to your tree, + which is suited to advanced trees setups already implementing filters and clipper. + We will work toward simplifying our existing demo for trees. + - A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app + (likely to suit a majority of users). + - Documentation: + - Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview. + - Demo code + headers are well commented. + - Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData(). + - Added IsItemToggledSelection() for use if you need latest selection update during current iteration. + - Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures: + - BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which + is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.) + - Other fields are helpful when using a clipper, or wanting to handle deletion nicely. + - Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional): + - This is similar to if you used e.g. a std::set to store a selection, with all the right + glue to honor ImGuiMultiSelectIO requests. Most applications can use that. + - Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional): + - Helpful to easily bind multi-selection to e.g. an array of checkboxes. + - Added ImGuiMultiSelectFlags options: + - ImGuiMultiSelectFlags_SingleSelect + - ImGuiMultiSelectFlags_NoSelectAll + - ImGuiMultiSelectFlags_NoRangeSelect + - ImGuiMultiSelectFlags_NoAutoSelect + - ImGuiMultiSelectFlags_NoAutoClear + - ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424) + - ImGuiMultiSelectFlags_BoxSelect1d + - ImGuiMultiSelectFlags_BoxSelect2d + - ImGuiMultiSelectFlags_BoxSelectNoScroll + - ImGuiMultiSelectFlags_ClearOnEscape + - ImGuiMultiSelectFlags_ClearOnClickVoid + - ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect + - ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease + - ImGuiMultiSelectFlags_NavWrapX + - Demo: Added "Examples->Assets Browser" demo. + - Demo: Added "Widgets->Selection State & Multi-Select" section, with: + - Multi-Select + - Multi-Select (with clipper) + - Multi-Select (with deletion) + - Multi-Select (dual list box) (#6648) + - Multi-Select (in a table) + - Multi-Select (checkboxes) + - Multi-Select (multiple scopes) + - Multi-Select (tiled assert browser) + - Multi-Select (trees) (#1861) + - Multi-Select (advanced) +- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. + This is a simplified version of a more complete set of function available in imgui_internal.h. + One common use-case for this is to allow your widgets to disable standard inputs behaviors such + as Tab or Alt handling, Mouse Wheel scrolling, etc. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) + // Hovering or activating the button will disable mouse wheel default behavior to scroll + InvisibleButton(...); + SetItemKeyOwner(ImGuiKey_MouseWheelY); +- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when + within a child window using ImGuiChildFlags_NavFlattened. +- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf] +- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting + open/close storage. Useful if needing to often read/write from storage without manipulating + the ID stack. (#7553, #6990, #3823, #1131) +- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from + the hovered state. (#7820) [@rerilier] +- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can + can use the clipper without knowing the amount of items beforehand. (#1311) + In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration + loop to position the layout cursor correctly. This is done automatically if provided a count to Begin(). +- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543) +- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate + thickness of the horizontal line over selected tabs. [@DctrNoob] +- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round. +- Misc: added GetID(int) variant for consistency. (#7111) +- Debug Tools: + - Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855) + Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and + other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code. + - Debug Log: Added "Configure Outputs.." button. (#5855) + - Debug Log: Fixed incorrect checkbox layout when partially clipped. +- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and + struct description data that a real application would want to use. +- Backends: + - Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN). + (#7768, #4858, #2622) [@Aemony] + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807) + - Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801) + - Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762) + - Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls] + - Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename. + - Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660) + [@ypujante, @ocornut] + - Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things + not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard, + workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support. + (#7647) [@ypujante] + - Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups + "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante] + + ----------------------------------------------------------------------- VERSION 1.90.9 (Released 2024-07-01) ----------------------------------------------------------------------- @@ -73,10 +1913,11 @@ Other changes: which was pressed over void/underlying app, which is consistent/needed to allow the mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42] - IO: Added io.ClearInputMouse() to clear mouse state. (#4921) +- IO: Added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (#4921) - Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child position could have temporarily be moved around by erroneous padding application. (#7706) -- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal +- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw a horizontal line over selected tabs to increase visibility. This is used by docking. Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors. - Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for @@ -139,7 +1980,7 @@ Other changes: - Scrollbar: made scrolling logic more standard: clicking above or below the grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150) - Scrollbar: fixed miscalculation of vertical scrollbar visibility when required - solely by the presence of an horizontal scrollbar. (#1574) + solely by the presence of a horizontal scrollbar. (#1574) - InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut] - InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal @@ -273,7 +2114,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking changes: -- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed +- TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) Before: TreeNode("##Hidden"); SameLine(); Text("Hello"); // This was actually incorrect! BUT appeared to look ok with the default style @@ -372,7 +2213,7 @@ Other changes: Note that only simple polygons (no self-intersections, no holes) are supported. - DrawList: Allow AddText() to accept null ranges. (#3615, 7391) - Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery - of interesting resources, because github doesn't allow Wiki to be crawled by search engines. + of interesting resources, because GitHub doesn't allow Wiki to be crawled by search engines. - This is the main wiki: https://github.com/ocornut/imgui/wiki - This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki Adding a link to the crawlable version, even though it is not intended for humans, @@ -524,7 +2365,7 @@ Other changes: - BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground is specified. (#1710, #7194) - Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y) - for both axises since 1.90. (#7106) [@n0bodysec] + for both axes since 1.90. (#7106) [@n0bodysec] - Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677) - Navigation (Keyboard/gamepad): @@ -622,6 +2463,7 @@ Breaking changes: Before: BeginChild("Name", size, false) After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** - BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept @@ -671,6 +2513,7 @@ Other changes: child windows from the bottom/right border (toward layout direction). Resized child windows settings are saved and persistent in .ini file. (#1710) - BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** - BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710) e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY); @@ -680,7 +2523,7 @@ Other changes: - Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables this optimization, meaning child contents will never be clipped (not recommended). - Please be considerate that child are full windows and carry significant overhead: - combining auto-resizing for both axises to create a non-scrolling child to merely draw + combining auto-resizing for both axes to create a non-scrolling child to merely draw a border would be better more optimally using BeginGroup(). (see #1496) (until we come up with new helpers for framed groups and work-rect adjustments). - BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often @@ -742,7 +2585,7 @@ Other changes: parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869) - MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously register contents size in a way that would affect the scrolling layer. - Was most often noticeable when using an horizontal scrollbar. (#6789) + Was most often noticeable when using a horizontal scrollbar. (#6789) - InputText: - InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer. (regression from 1.89.2, only happened in some states). (#6783, #6000) @@ -948,7 +2791,7 @@ Breaking changes: - Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only - tweaked once during app initialisation, we are exceptionally accepting the breakage. + tweaked once during app initialization, we are exceptionally accepting the breakage. Majority of users should not even notice. - Overlapping items: (#6512, #3909, #517) - Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using @@ -1048,7 +2891,7 @@ Breaking changes: - Commented out obsolete/redirecting functions that were marked obsolete more than two years ago: - ListBoxHeader() -> use BeginListBox() - ListBoxFooter() -> use EndListBox() - - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence. + - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference. - Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp', in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286) - Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). @@ -1212,7 +3055,7 @@ Other changes: - Public API: PushTabStop(false) / PopTabStop() - Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true); - Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets. -- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not +- Nav: Tabbing/Shift+Tabbing can more reliably be used to step out of an item that is not tab-stoppable. (#3092, #5759, #787) - Nav: Made Enter key submit the same type of Activation event as Space key, allowing to press buttons with Enter. (#5606) @@ -1275,20 +3118,20 @@ Other changes: due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc] - Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups] - - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down. - Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right. + - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y < 0.0f' scrolls Down. + Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x < 0.0f' scrolls Right. - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019) - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463) (whereas on OSX machines Shift+WheelY turns into WheelX at the OS level). - If you use a custom backend, you should verify horizontal wheel direction. - - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on. - - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on. + - Axes are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on. + - Axes are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on. - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui. - Known issues remaining with Emscripten: - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096) - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX. This is because we don't know that we are running on Mac and apply our own Shift+swapping - on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need + on top of OSX's own swapping, so wheel axes are swapped twice. Emscripten apps may need to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way let us know!), or offer the "OSX-style behavior" option to their user. - Window: Avoid rendering shapes for hidden resize grips. @@ -1314,7 +3157,7 @@ Other changes: values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true" can exacerbate that. (#6114, #3644) - Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with - hasPreciseScrollingDeltas==false (e.g. non-Apple mices). + hasPreciseScrollingDeltas==false (e.g. non-Apple mice). - Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and offer consistent horizontal scrolling direction. (#4019) - Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and @@ -1518,7 +3361,7 @@ Other Changes: - Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) - Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling - delay in some situations where e.g. windows need to be synched. (#1526) + delay in some situations where e.g. windows need to be synced. (#1526) - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing Enter keep the input active and select all text. - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) @@ -1562,7 +3405,7 @@ Other Changes: - Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775) - Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from a window which is neither a popup neither a menu used to incorrectly close and reopen the menu - (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775) + (the fix may have side-effect and is labelled as experimental as we may need to revert). (#5775) - Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item in parent window when the parent is not a popup. (#5730) - Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) @@ -1700,7 +3543,7 @@ Other Changes: always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root level of a popup with a child menu opened. - Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted - from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] + from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] - Style: Adjust default value of GrabMinSize from 10.0f to 12.0f. - Stack Tool: Added option to copy item path to clipboard. (#4631) - Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5] @@ -1767,6 +3610,7 @@ Breaking Changes: - For all calls to IO new functions, the Dear ImGui context should be bound/current. - Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut] - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays. + - You can use IsKeyDown() instead of reading from io.KeysDown[]. - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values, obsoleting writing directly to io.KeyCtrl, io.KeyShift etc. - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices. @@ -1801,7 +3645,7 @@ Breaking Changes: io.AddKeyEvent(), io.AddKeyAnalogEvent(). - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) -- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) +- Removed support for legacy arithmetic operators (+,+-,*,/) when inputting text into a slider/drag. (#4917, #3184) This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used). (Instead you may implement custom expression evaluators to provide a better version of this). - Backends: GLFW: backend now uses glfwSetCursorPosCallback(). @@ -1857,7 +3701,7 @@ Other Changes: - Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. - Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) - Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing - callbacks after iniitializing backend. (#4981) + callbacks after initializing backend. (#4981) - Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) - Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) @@ -1939,7 +3783,7 @@ Other Changes: - Menus: fixed sub-menu items inside a popups from closing the popup. - Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788) - InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682) -- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) +- InputText, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) - InputText: made double-click select word, triple-line select line. Word delimitation logic differs slightly from the one used by CTRL+arrows. (#2244) - InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev] @@ -1970,7 +3814,7 @@ Other Changes: - Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups] - CI: Add MinGW DLL build to test suite. [@rokups] - Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce - likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling + likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. (#4644) - Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo] @@ -2046,7 +3890,7 @@ Other Changes: - Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window. - Nav: Improve scrolling behavior when navigating to an item larger than view. - TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to - the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement. + the TreePush(const char*) and TreePush(const void*) functions would use a hard-coded replacement. The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash. You may replace it with anything else. @@ -2169,9 +4013,9 @@ Other Changes: - Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. - Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) - Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) -- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) +- Fonts: Added U+FFFD ("replacement character") to default Asian glyphs ranges. (#4269) - Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) -- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles. +- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tessellation not using accelerated paths for small circles. Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd] - Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid @@ -2215,7 +4059,7 @@ Other Changes: - Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). Other OSX examples were not affected. (#4253, #1873) [@rokups] - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. -- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. +- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. ----------------------------------------------------------------------- @@ -2337,7 +4181,7 @@ Breaking Changes: - ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing. - InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an - incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863) + incorrect description of behavior. Was mostly used by memory editor. Kept inline redirection function. (#2863) - Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers. - Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd] @@ -2435,7 +4279,7 @@ Other Changes: - For a Platform Monitor, the work area is generally the full area minus space used by task-bars. - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time. -- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) +- Tables: Fixed PopItemWidth() or multi-components items not restoring per-column ItemWidth correctly. (#3760) - Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no close button in the window. (#3731) - SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans] @@ -2472,7 +4316,7 @@ Other Changes: User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions. - Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V] - Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups] -- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] +- Backends: WebGPU: Added renderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break. - Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz] - Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632) @@ -2671,12 +4515,12 @@ Other Changes: - Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of a fully clipped column. (#3475) [@szreder] - Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than - viewport on either or both axises. [@Rokups] + viewport on either or both axes. [@Rokups] - Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font. - Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. - Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). -- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 contexts which have the defines set by a loader. (#3467, #1985) [@jjwebb] - Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their own render pass. (#3455, #3459) [@FunMiles] @@ -2765,7 +4609,7 @@ Other Changes: and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. This is a small but rather important change because lots of multi-button behaviors could previously only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() - with is a de-facto versatile building block to creating custom widgets with the public API. + with is a de facto versatile building block to creating custom widgets with the public API. - Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled from the merged/target font settings when merging fonts, instead of being pulled from the source font settings. @@ -2912,7 +4756,7 @@ Other Changes: ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073) - Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h. - - More onsistent handling of unsupported code points (0xFFFD). + - More consistent handling of unsupported code points (0xFFFD). - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), allowing for more complete CJK input. - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. @@ -2967,7 +4811,7 @@ Breaking Changes: - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)) - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding @@ -2996,7 +4840,7 @@ Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. -- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected +- Nav: Fixed a bug where the initial CTRL+Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation @@ -3169,7 +5013,7 @@ Other Changes: mostly for consistency. (#2159, #2160) [@goran-w] - Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) -- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixely dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] @@ -3505,7 +5349,7 @@ Other Changes: - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. - InputText: Fixed various display corruption related to swapping the underlying buffer while - a input widget is active (both for writable and read-only paths). Often they would manifest + an input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. - ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). @@ -3516,7 +5360,7 @@ Other Changes: reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] - MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). - Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) -- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to +- Tabs: Added extra misusage error recovery. Past the assert, common misusage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) - Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. @@ -3559,7 +5403,7 @@ Breaking Changes: - Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). - If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value! + If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! Other Changes: @@ -3657,7 +5501,7 @@ Other Changes: in the parent window, so there is no mismatch between the layout in parent and the position of the child window. - InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) - DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] -- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary +- Nav: Fixed a keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787) - Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787) - Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer @@ -3809,7 +5653,7 @@ Changes: then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, search for the corresponding function in the new code and apply the chunks manually. -- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, +- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the GitHub, so a solution applicable on the Master branch can be found. If your company has changes that you cannot disclose you may also contact me privately. @@ -3844,7 +5688,7 @@ Other Changes: - Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787) - Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) - While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + While it was previously possible, you won't be able to CTRL+TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag. - Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) - Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from @@ -3879,7 +5723,7 @@ Other Changes: - Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875). - Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). - Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) -- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) +- Fixed an include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) - ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200) - OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby] @@ -4111,20 +5955,27 @@ Other Changes: - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. - To use Keyboard Navigation: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. - For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically + fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, + Escape to cancel/close, Ctrl+Tab to focus windows, etc. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. + - For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. - Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787) - Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787) - Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus). - Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787) - Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) - Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787) -- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599) - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it. -- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558) -- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599) +- Context: Removed the default global context and font atlas instances, which caused various + problems to users of multiple contexts and DLL users. (#1565, #1599) YOU NOW NEED TO CALL + ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + Existing apps will assert/crash without it. +- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous + parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558) +- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. + Shared font atlas are not owned by the context and not destroyed along with it. (#1599) - Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558) - IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend: - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation. @@ -4133,61 +5984,85 @@ Other Changes: - ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available) - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend. - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use. -- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version. +- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, + _HasMouseCursors, _HasSetMousePos). This will be used more in the next version. - IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541) - IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker] - IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing. -- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337) -- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382) -- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) -- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) +- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so + we can't hover something else when dragging afterwards. (#1381, #1337) +- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags + (See Breaking Changes). Added to demo. (#1382) +- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters + version of Begin() has been marked as obsolete in 1.53. (#1567) +- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) + overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) - ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left). - InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541) -- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) -- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat. +- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted + after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) +- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values + using scientific notation. Automatically used by InputFloat. - Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707) - Style: Enable window border by default. (#707) -- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) +- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) - Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939). -- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) +- Style: Close buttons now display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) - Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533). - Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439) -- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) +- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with the 'reopen_existing' option). + The error will now be more visible and easier to understand. (#1497) - Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) -- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. +- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling + the wrong window, which in practice made the test succeed all the time. - Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag. -- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) -- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). +- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little + off (small regression from Nov 2017). (#1574) +- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there + since the addition of horizontal scroll bar!). - Columns: Clear offsets data when columns count changed. (#1525) - Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] - Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53). -- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents. +- Columns: The available column extent takes consideration of the right-most clipped pixel, + so the right-most column may look a little wider but will contain the same amount of visible contents. - MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). - TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) - Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) - Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) - DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) -- InputFloat: Allow inputing value using scientific notation e.g. "1e+10". -- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011) +- InputFloat: Allow inputting value using scientific notation e.g. "1e+10". +- InputDouble: Added InputDouble() function. We use a format string instead of a 'decimal_precision' + parameter to also for "%e" and variants. (#1011) - Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] -- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box. -- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and + only display the wide value preview box. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only + display a square arrow button. - Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. - PlotLines: plot a flat line if scale_min==scale_max. (#1621) -- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. - If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent + to match TrueType renderer. If you were adding or subtracting (not assigning) to ImFont::DisplayOffset + check if your fonts are correctly aligned vertically. (#1619) - Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) - Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] - Fonts: Moved extra_fonts/ to misc/fonts/. - ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote). -- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) -- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) -- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) -- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613) -- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646) +- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures + more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) +- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. + Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) +- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height + to nearest power of two. (#1613) +- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, + mostly to save texture memory on very low end hardware. (#1613) +- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often + missing, rounding looks a little better.) (#1646) - ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering. -- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] -- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later. +- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with + vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] +- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either + axes independently. Better adding it sooner than later. - Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555) - Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h) - Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h) @@ -4201,12 +6076,13 @@ Other Changes: - Demo: Improved Selectable() examples. (#1528) - Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. - Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. -- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. +- Demo: Using IM_COL32() instead of ImColor() in ImDrawList-centric contexts. Trying to phase out use of the ImColor helper whenever possible. - Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed. - Examples: Using Dark theme by default. (#707). Tweaked demo code. - Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] - Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc. -- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733) +- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that + was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733) - Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] - Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504) - Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504). @@ -4220,11 +6096,13 @@ Other Changes: - Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495) - Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK] - Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls] -- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559) +- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging + (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559) - Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core. - Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996) - Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes. -- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard. +- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj + and build files instead of %SDL_DIR%, the earlier being more standard. - Examples: Vulkan: Visual Studio: Added .vcxproj file. - Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.] - Examples: Visual Studio: Disabled extraneous function-level check in Release build. @@ -4270,41 +6148,63 @@ Other Changes: - See ImGuiDragDropFlags for various options. - The ColorEdit4() and ColorButton() widgets now support Drag and Drop. - The API is tagged as Beta as it still may be subject to small changes. -- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds. -- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650) +- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened + by hovering on them for 0.7 seconds. +- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time + default is usually enough. (#473, #650) - Style: Added StyleColorsDark() style. (#707) [@dougbinks] - Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707) - Style: Added style.PopupRounding setting. (#1112) -- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! +- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. + Removed ImGuiWindowFlags_ShowBorders window flag! Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031) - Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707) - Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. - Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. - Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707) - Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers. -- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`. - In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787) -- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button. -- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices. -- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos). -- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height. -- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints. +- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same + as doing `if (IsWindowAppearing()) SetScrollHere()`. In the navigation branch this will also + set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your + code will be forward-compatible with gamepad/keyboard navigation features. (#787) +- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent + combo button. +- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and + manage your selection state without relying on indices. +- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the + pop-up on the left side (for small-button-looking combos). +- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest + to easily provide desired pop-up height. +- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific + pop-up width/height constraints. - Combo: Offset popup position by border size so that a double border isn't so visible. (#707) - Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do). - InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar] -- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417) -- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window. -- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test. -- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823) +- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is + bigger than maximum window size (fixes c0547d3). (#1417) +- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as + child or as a regular window. +- Window: Begin(): Fixed appending into a child window with a second Begin() from a different + window stack querying the wrong window for the window->Collapsed test. +- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item + data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823) - Window: Made it possible to use SetNextWindowPos() on a child window. -- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame. -- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822) -- Window: Sizing fixes when using SetNextWindowSize() on individual axises. -- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) +- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the + title bar wouldn't use the focused color for one frame. +- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the + lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests + for full usability. (#822) +- Window: Sizing fixes when using SetNextWindowSize() on individual axes. +- Window: Hide new window for one frame until they calculate their size. + Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) - Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step. -- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout. - If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself. -- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) +- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), + but _not_ for borders are we consistently make borders not affect layout. + If you need a non-child window of an exact size with border enabled but zero window padding, + you'll need to accommodate for the border size yourself. +- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel + event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar + are also set. (#1380, #1502) - Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) - Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. - IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). @@ -4313,39 +6213,52 @@ Other Changes: - IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382) - IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404) - IsWindowHovered(): Always return true when current window is being moved. (#1382) -- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). +- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually + resizing and using a pattern of filling available height (e.g. full sized BeginChild). - Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. -- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches. +- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't + use WindowPadding properly + causing minor scrolling glitches. - Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins] - Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330) - MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners. -- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better. +- MenuBar: better software clipping to handle small windows, in particular child window don't have + minimum constraints so we need to render clipped menus better. - BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items. -- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125) -- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125) -- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] +- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to + be unhappy with triangle spanning large regions. (#125) +- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content + sizes behavior (may be obsolete). (#1444, #125) +- Columns: Columns width is no longer lost when dragging a column to the right side of the window, + until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] - Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125) - Indent(), Unindent(): Allow passing negative values. - ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489) - ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text. -- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143) -- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489) -- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger). -- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423) +- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit + widgets as drag targets. (#143) +- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha + locations. We only return true on value change. (#1489) +- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to + increase the odd of programmers seeing them (especially those who don't use a debugger). +- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). + Made it legal to call EndFrame() more than one. (#1423) - ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch. - ImFont: Added GetDebugName() helper. - ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect] - ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags. - ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd] - ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some. -- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). +- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. + NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). - ImVector: Added ImVector::push_front() helper. - ImVector: Added ImVector::contains() helper. - ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back(). - Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103) -- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field. - This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418) -- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly + setting the ActiveIdClickOffset field. This had no known effect within imgui code but could have + affected custom drag and drop patterns. And it is more correct this way! (#1418) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating +widgets on click before they have been correctly double-hovered. (#319, #600) - Internals: Added SplitterBehavior() helper. (#319) - Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517) - Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved. @@ -4354,9 +6267,11 @@ Other Changes: - Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). - Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019) - Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707) -- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211) +- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing + its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211) - Demo: Console: Fixed context menu issue. (#1404) -- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is). +- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would + affect people who copied the Console code as is). - Demo: Constrained Resize: Added more test cases. (#1417) - Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window. - Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls. @@ -4378,24 +6293,41 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again. -- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete). -- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete). -- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) -- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function. -- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) -- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) -- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. +- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, + instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when + the mouse is made available again. +- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. + Kept inline redirection function (will obsolete). +- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a + transparent window background, uses `PushStyleColor()`. The old size parameter there was also + misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. + Kept inline redirection function (will obsolete). +- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced + flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) +- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which + allows to do the same and more. Keep inline redirection function. +- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely + the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) +- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in + another window (e.g. click-dragging item from another window to this window). You can use the newly + introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) +- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` + to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. - Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). Other Changes: - ProgressBar: fixed rendering when straddling rounded area. (#1296) -- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics] -- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4(). -- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane] -- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317) -- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925) +- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't + mistakenly trigger rounding of the value. [@MomentsInGraphics] +- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the + equivalent colored button of ColorEdit4(). +- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void + while an InputText() is active. (#621) [@pdoane] +- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was + previously turned into an InputText(). (#1317) +- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. + Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925) - `ImGuiHoveredFlags_AllowWhenBlockedByPopup` - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem` - `ImGuiHoveredFlags_AllowWhenOverlapped` @@ -4406,54 +6338,80 @@ Other Changes: - CheckBox: Now rendering a tick mark instead of a full square. - ColorEdit4: Added "Copy as..." option in context menu. (#346) - ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber] -- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled. -- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color. -- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`. +- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque + Col_FrameBg and FrameRounding enabled. +- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global + style.Alpha and not from the actual source color. +- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full + padding at the beginning of a line, without having to call `AlignTextToFramePadding()`. - Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame. -- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine(). -- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!). +- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements + without calling SameLine(). +- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout + is active, but that isn't exposed yet!). - Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.). - Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`. - Window: Fixed title bar color of top-most window under a modal window. - Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635) -- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. -- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame. -- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags. -- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381) +- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works + better when window size constraints are used. +- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which + in turn would set enable the Appearing condition for that frame. +- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow + user creating a window called "Debug" without losing their custom flags. +- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup + with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move + the parent window by clicking on SubChild. (#1381) - Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439) -- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439) +- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening + a context menu by right-clicking again. (~#439) - Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available. - Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup(). - MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch). - MenuItem: Made tick mark thicker (thick mark?). -- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387) +- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, + prefer using Button() and regular widgets in menu bar if you need to). (#1387) - ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368) -- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368) +- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to + an extraneous draw call being created. (#1172, #1368) - ImFont: Added `AddGlyph()` building helper for use by custom atlas builders. -- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes. - After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons. -- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen] -- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42) -- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some. -- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options). +- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. + You can map them as font glyphs, or use them for custom purposes. + After the atlas is built you can query the position of your rectangles in the texture and then copy + your data there. You can use this features to create e.g. full color font-mapped icons. +- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font + input it could have used a glyph from the first one. (#1349) [@inolen] +- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to + incorrect or supported font type). (#1391) (@Moka42) +- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at + rasterization time, which may help increasing readability for some. +- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the + [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options). - ImVector: added resize() variant with initialization value. -- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable. +- Misc: Changed the internal name formatting of child windows identifier to use slashes + (instead of dots) as separator, more readable. - Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined. - Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses. - Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro] - Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys) -- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it. -- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038) -- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane] -- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style. +- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. + Currently unused but trying to spread Examples applications code that supports it. +- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user + reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038) +- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard + handler unclosed on failure. [@pdoane] +- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application + transition e.g. from low to high DPI with a matching style. - Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does. - Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot] - Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott] - Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333) -- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut] +- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates + when they are out of bounds. (#1375) [@Gargaj, @ocornut] - Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik] - Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!). -- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch. +- Internals: A bunch of internal refactoring, hopefully haven't broken anything! + Merged a bunch of internal changes from the upcoming Navigation branch. - Various tweaks, fixes and documentation changes. Beta Navigation Branch: @@ -4462,12 +6420,16 @@ Beta Navigation Branch: - Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787) - Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787) - Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787) -- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787) +- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is + one differentiator of pad vs keyboard that was detrimental to the keyboard experience. + Although isn't officially supported, it makes the current experience better. (#787) - Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787) - Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079). -- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126) +- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. + If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126) - Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787) -- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787) +- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling + is only used to navigate windows that have no interactive items). (#787) - Nav: Fixed tool-tip from being selectable in the window selection list. (#787) - Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787) - Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787) @@ -4484,7 +6446,14 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection. +Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at +a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, +I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. +Read the details below and search for those names in your code! In the grand scheme of things, +those changes are small and should not affect everyone, but this is technically our most aggressive +release so far in term of API breakage. +If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in +your imconfig.h to disable the obsolete names/redirection. - Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete). - Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete). @@ -4492,43 +6461,79 @@ Work on dear imgui has been gradually resuming. It means that fixes and new feat - Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete). - Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete). - Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user! -- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" + compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. - Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`. -- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. -- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!). -- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function. -- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237) +- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to + `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op + (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! + Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. +- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` + to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. + This function was rarely used and was very dodgy (no explicit ID!). +- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` + signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. + This is perhaps the most aggressive change in this update, but note that the majority of users relied + on default parameters completely, so this will affect only a fraction of users of this already rarely + used function. +- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, + people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + a comment + redirecting user to `io.WantCaptureMouse`. (#1237) - Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`. -- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine! +- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and + parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to + initialize default but the user can still change them with right-click context menu. + Commenting out your old call to `ColorEditMode()` may just be fine! Other Changes: -- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346) +- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu + and access to the color picker. (#346) - Added flags to `ColorButton()`. (#346) -- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut] -- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.). +- Added `ColorPicker3()`, `ColorPicker4()`. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut] + The API along with those of the updated `ColorEdit4()` was designed so you may use them in various + situation and hopefully compose your own picker if required. There are a bunch of available flags, + check the Demo window and comment for `ImGuiColorEditFlags_`. + Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, + hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints + (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, + basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before + will be enough, as you can now open the color picker from there. +- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, + float over u8, select a default picker mode etc. at startup time without a user intervention. + Note that the user can still change options with the context menu unless disabled with + `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.). - Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter] -- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs. +- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point + round trip, and helps makes code more consistent when using ImDrawList APIs. - Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload. -- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration). -- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges. +- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` + (aka return the raw style color without alpha alteration). +- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges + from your app/game localization data, or add into existing glyph ranges. - ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis] - ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!). - ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers. - Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000) -- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747) +- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the + root "Debug" window when used outside of a regular window). (#747) - Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0] - Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056) - Columns: Added `SetColumnWidth()`. (#913) [@ggtucker] - Columns: Dragging a column preserve its width by default. (#913) [@ggtucker] - Columns: Fixed first column appearing wider than others. (#1266) -- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138) -- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913) +- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. + The space is only allocated when needed. (#125, #913, #893, #1138) +- Columns: Fixed the right-most column from registering its content width to the parent window, + which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913) - Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut] -- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252) -- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862) +- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit + positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252) +- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. + Add internal mechanism to override tooltips. (#862) - PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828) -- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode] +- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. + Tweak demo to display more data. (#1271) [@degracode] - Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246) - Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665). - [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264) @@ -4536,7 +6541,8 @@ Other Changes: - Demo: Rearranged everything under Widgets in a more consistent way. - Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913) - Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda] -- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). +- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that + the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). - Various other small fixes, tweaks, comments, optimizations. @@ -4549,11 +6555,16 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: - Added a void* user_data parameter to Clipboard function handlers. (#875) -- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. +- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. + This was sort of always the intent and hopefully breakage should be minimal. - Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency. - Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. -- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. -- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). +- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) + for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. +- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions + as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple + times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() + and use it instead of passing string to BeginChild(). Other Changes: @@ -4563,7 +6574,8 @@ Other Changes: - InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815) - InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681) - InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds. -- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725) +- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in + a way that affects vertical scrollbar existence. (#725) - ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793) - BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713) - SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630) @@ -4582,17 +6594,19 @@ Other Changes: - Fixed PlotLines() PlotHistogram() calling with values_count == 0. - Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923) - Fixed assert triggering when a window has zero rendering but has a callback. (#810) -- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize). +- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with + certain style settings and zero WindowMinSize). - EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849) - BulletText(): Fixed stopping to display formatted string after the '##' mark. -- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727) +- Closing the focused window restore focus to the first active root window in descending z-order. (part of #727) - Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse] - Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690) - Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) - ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716) - ImGuiListClipper: Fix to behave within column. (#661, #662, #716) - ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API) -- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code). +- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the + case already (pros: faster, cons: exercise less code). - ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat] - ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form. - Shutdown() clear out some remaining pointers for sanity. (#836) @@ -4603,7 +6617,8 @@ Other Changes: - ImFont: Added GetGlyphRangesThai() helper. [@nProtect] - ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character. - ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is. -- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API) +- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. + Removed MergeGlyphCenterV. (BREAKING API) - Clarified asserts in CheckStacksSize() when there is a stack mismatch. - Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586) - Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976) @@ -4620,12 +6635,13 @@ Other Changes: - Demo: ShowStyleEditor: show font character map / grid in more details. - Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. - Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw] -- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810) +- Examples: Accessing ImVector fields directly, feel less stl-y. (#810) - Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807) - Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116) - Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] - Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824) -- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems] +- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, + #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems] - Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909) - Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937) - Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800) @@ -4645,11 +6661,22 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: - Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection. -- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial. -- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`. -- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer. -- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. - This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.) +- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. + Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. + If you were using multiple contexts the change should be obvious and trivial. +- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, + as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. + You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`. +- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. + Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer. +- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background + (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using + the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to + tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, + given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from + title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create + TitleBgActive from a tweaked TitleBg color.) ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { @@ -4660,9 +6687,11 @@ Breaking Changes: Other changes: -- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660) +- New version of ImGuiListClipper helper calculates item height automatically. + See comments and demo code. (#662, #661, #660) - Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668) -- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610) +- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). + Changed ImDrawList::PushClipRect() prototype. (#610) - Added IsRootWindowOrAnyChildHovered() helper. (#615) - Added TreeNodeEx() functions. (#581, #600, #190) - Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190) @@ -4672,31 +6701,38 @@ Other changes: - Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private). - Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag. - Added ImGuiTreeNodeFlags_OpenOnArrow flag. -- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text(). +- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. + For simple use case prefer using TreeAdvanceToLabelPos()+Text(). - Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet. - Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324) -- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269) +- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). + Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269) - Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet. - Added IsItemClicked() helper. (#581) - Added CollapsingHeader() variant with close button. (#600) - Fixed MenuBar missing lower border when borders are enabled. - InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601) - Style: Changed default IndentSpacing from 22 to 21. (#581, #324) -- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655) - This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert. +- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was + inconsistent and causing visual artifact. (#655) + This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. + Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert. - Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595) - Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set. - Indent(), Unindent(): optional non-default indenting width. (#324, #581) - Bullet(), BulletText(): Slightly bigger. Less polygons. -- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656) +- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse + release (barely noticeable unless RepeatRate is set to be very slow). (#656) - BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126) - BeginGroup(): fixed using within Columns set. (#630) - Fixed a lag in reading the currently hovered window when dragging a window. (#635) - Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579) - Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar. - MenuItem(): the check mark renders in disabled color when menu item is disabled. -- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597) -- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604) +- Fixed clipping rectangle floating point representation to ensure renderer-side floating-point + operations yield correct results in typical DirectX/GL settings. (#582, 597) +- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked + over a modal window. (#604) - ImDrawList: Added AddQuad(), AddQuadFilled() helpers. - ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs. - ImFont: Added RenderChar() helper. @@ -4707,7 +6743,8 @@ Other changes: - Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579) - Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602) - Examples: DirectX9: save/restore all device state. -- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611) +- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in + a DirectXMath.h only environment. (#611) - Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636) - Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638) - Examples: SDL: Initialize video+timer subsystem only. @@ -4722,33 +6759,53 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) -- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337) -- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541) -- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340) +- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would + add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into + `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, + multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, + applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337) +- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it + if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic + for the 3 people using the callback. (#541) +- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). + Kept inline redirection function (will obsolete). (#340) Other Changes: -- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) -- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506) -- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535) +- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra + FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Fixed clipping of child windows within parent not taking account of child outer clipping + boundaries (including scrollbar, etc.). (#506) +- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with + a '\n' and fully above the clipping Y line. (#535) - IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473) - Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476) - Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346) - Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api. -- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516) +- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting + on double-click. (@zapolnov) (#516) - Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499) - BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540) -- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462) -- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503) +- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window + uses window padding. (#462) +- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not + honoring bordering. (#462, #503) - Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457) - SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517) - Combo(): Right-most button stays highlighted when pop-up is open. - Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505) -- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) -- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed. -- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473) -- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541) +- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly + after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) +- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting + variable (e.g. non saved local) can be passed. +- InputText(): OS X friendly behaviors: (@zhiayang), (#473) + - Word movement uses ALT key; + - Shortcuts uses CMD key; + - Double-clicking text select a single word; + - Jumping to next word sets cursor to end of current word instead of beginning of current word. +- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it + if buffer is modified. Zero-ing structure properly before use. (#541) - CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555) - TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label. - ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346) @@ -4774,11 +6831,13 @@ Other Changes: - Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538) - Fixed compilation on DragonFly BSD (@mneumann) (#563) - Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549) -- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570) +- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your + codebase shouldn't have DX device side-effects. (#570) - Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set). - Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527) - Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486) -- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463) +- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature + match GL2 one. (#468, #463) - Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn) - Various extra comments and clarification in the code. - Various other fixes and optimizations. @@ -4865,7 +6924,7 @@ Changes: - PlotHistogram(): improved rendering of histogram with a lot of values. - Dummy(): creates an item so functions such as IsItemHovered() can be used. - BeginChildFrame() helper: added the extra_flags parameter. -- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: fixed rounding of background + child window consistently have ChildWindowBg color under ScrollbarBg fill. (#355). - Scrollbar: background color less translucent in default style so it works better when changing background color. - Scrollbar: fixed minor rendering offset when borders are enabled. (#365) - ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) @@ -4881,7 +6940,7 @@ Changes: - Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) - Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) - Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. -- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Demo: Horizontal scrollbar demo allows to enable simultaneous scrollbars on both axes. - Tools: binary_to_compressed_c.cpp: added -nocompress option. - Examples: Added example for the Marmalade platform. - Examples: Added batch files to build Windows examples with VS. @@ -4902,7 +6961,11 @@ Breaking Changes: are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. - However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the + initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. + Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can + only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, + and trivial to fix. - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. Previously they were roughly interchangeable (roughly because the content region exclude window padding). @@ -4922,7 +6985,7 @@ Other Changes: - ImDrawList: Added an assert on overflowing index value (#292). - ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. - ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). -- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed Bullet() inconsistent layout behavior when clipped. - Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). - Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. - Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. @@ -4930,9 +6993,11 @@ Other Changes: - TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). - BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. - BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. -- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in + the first place so it's not really a useful default. - Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). -- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows + appending to a window without worrying about flags. - InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). - Demo: Fixed incorrectly formed string passed to Combo (#298). - Demo: Added simple Log demo. @@ -4966,7 +7031,7 @@ Other Changes: and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed for forward-compatibility and code using those types/functions may occasionally break. (#219) - All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call - the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. + the ShowTestWindow() function as de facto guide to ImGui features. It will be stripped out by the linker when unused. - Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). - Added ImGuiWindowFlags_NoInputs for totally input-passthru window. - Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels @@ -5087,10 +7152,13 @@ Other Changes: - Added TitleBgActive color in style so focused window is made visible. (#253) - Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. - Added DragFloatRange2() DragIntRange2() helpers. (#76) -- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top + or bottom of the window. (#150) - Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). -- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. -- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. + Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without + referring to implementation-side keycodes. - MenuItem() can be activated on release. (#245) - Allowing NewFrame() with DeltaTime==0.0f to not assert. - Fixed IsMouseDragging(). (#260) @@ -5101,8 +7169,8 @@ Other Changes: - Fixed text baseline alignment of small button (no padding) after regular buttons. - Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) - Fixed warnings for more pedantic compiler settings (#258). -- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize - lots of code. Yeah! (#262) +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. + Allowed us to clean up and optimize lots of code. Yeah! (#262) - ImDrawList: store pointer to their owner name for easier auditing/debugging. - Examples: added scroll tracking example with SetScrollFromCursorPos(). - Examples: metrics windows render clip rectangle when hovering over a draw call. @@ -5125,11 +7193,12 @@ Breaking Changes: Other Changes: -- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather - big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option - for validating with Return or Ctrl+Return (#200). -- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking - outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized + enough to handle rather big chunks of text in stateless context (thousands of lines are ok), + option for allowing Tab to be input, option for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed + by clicking outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). + Modal windows can be stacked. - Added GetGlyphRangesCyrillic() helper (#237). - Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) - Added IsWindowHovered() helper. @@ -5145,7 +7214,8 @@ Other Changes: - Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. - Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). - Combo(): Fixed issue with activating a Combo() not taking active id (#241). -- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when + non-default padding settings are used. - BeginChildFrame(): returns bool like BeginChild() for clipping. - SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. - ImFont: ignoring '\r'. @@ -5167,26 +7237,30 @@ Breaking Changes: - The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, some code will possibly break if you didn't rely on the default parameter. Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. -- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) -- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). + Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. + Kept inline indirection function (will obsolete). Other Changes: -- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of - widgets in them (buttons, text inputs, sliders, etc.). (#126) -- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, - disabled mode. Menu items can be used in any window. +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, + but you can add any sort of widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle + with checked/unchecked state, disabled mode. Menu items can be used in any window. - Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. They will work inside a normal window but it will be a bit unusual. - Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). - Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. - Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). -- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to + create a popup window on mouse-click. - Popups: Popups have borders by default (#197), attenuated border alpha in default theme. -- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving - in corners. Tooltip always tries to stay away from mouse-cursor. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge + cases. Better hysteresis when moving in corners. Tooltip always tries to stay away from mouse-cursor. - Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. -- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions + (instead of reading them from IO structures). - Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. - Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. - Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. @@ -5212,7 +7286,8 @@ Other Changes: - Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. - Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). - Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. -- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height + clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. - Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have child overlapping items in parent window. - Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. @@ -5221,7 +7296,8 @@ Other Changes: - Metrics: Added io.MetricsActiveWindows counter. (#213. - Metrics: Added io.MetricsAllocs counter (number of active memory allocations). - Metrics: ShowMetricsWindow() shows popups stack, allocations. -- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display + (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). - Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). - Style: Added style.ScrollbarRounding. (#212) - Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. @@ -5263,9 +7339,11 @@ Other Changes: Hold SHIFT/ALT to speed-up/slow-down. Double-click or CTRL+click to input text. Passing min >= max makes the widget unbounded. - Added DragFloat2(), DragFloat3(), DragFloat4(), DragInt2(), DragInt3(), DragInt4() helper variants. -- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. Added IO.MetricsRenderVertices counter. +- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. +- Added IO.MetricsRenderVertices counter. - Added ResetMouseDragDelta() for iterative dragging operations. -- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to compress a file and create a .c array from it. +- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to + compress a file and create a .c array from it. - Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies. - Added IsItemVisible(). - Fixed IsRectClipped() incorrectly returning false when log is enabled. @@ -5287,7 +7365,8 @@ Other Changes: - ShowTestWindow(): added examples for DragFloat, DragInt and only custom label embedded in format strings. - ShowTestWindow(): fixed "manipulating titles" example not doing the right thing, broken in ff35d24 - Examples: OpenGL/GLFW: Fixed modifier key state setting in GLFW callbacks. -- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. Save restore current program and texture in the OpenGL3 example. +- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. + Save restore current program and texture in the OpenGL3 example. - Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types. - Comments, fixes, tweaks. @@ -5301,17 +7380,23 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Other Changes: - Added a more convenient three parameters version of Begin() which covers the common uses better. -- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow(). +- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user + can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow(). - Added embedded mouse cursor data for MouseDrawCursor software cursor rendering, for consoles/tablets/etc. (#155). -- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically lock their position to the mouse cursor when first appearing. They close automatically when clicking outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126) +- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically + lock their position to the mouse cursor when first appearing. They close automatically when clicking + outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126) - Added thickness parameter to ImDrawList::AddLine(). - Added ImDrawList::PushClipRectFullScreen() helper. -- Added style.DisplaySafeAreaPadding which was previously hard-coded (useful if you can't see the edges of your display, e.g. TV screens). +- Added style.DisplaySafeAreaPadding which was previously hard-coded. + (useful if you can't see the edges of your display, e.g. TV screens). - Added CalcItemRectClosestPoint() helper. -- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional "unlock" threshold. Added io.MouseDragThreshold setting. (#167) +- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional + "unlock" threshold. Added io.MouseDragThreshold setting. (#167) - IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now. -- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation). -- IsItemhovered() include space taken by label and behave consistently for all widgets (#145) +- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing + the drop side of a drag'n drop operation). +- IsItemHovered() include space taken by label and behave consistently for all widgets (#145) - Auto-filling child window feed their content size to parent (#170) - InputText() removed the odd ~ characters when clipping. - InputText() update its width in case of resize initiated programmatically while the widget is active. @@ -5320,15 +7405,20 @@ Other Changes: - Selectable(const char*, bool) version has bool defaulting to false. - Selectable(): fixed misusage of GetContentRegionMax().x leaking into auto-fitting. - Windows starting Collapsed runs initial auto-fit to retrieve a width for their title bar (#175) -- Fixed new window from having an incorrect content size on their first frame, if queried by user. Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175) +- Fixed new window from having an incorrect content size on their first frame, if queried by user. + Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175) - InputFloat(): fixed label alignment if total widget width forcefully bigger than space available. - Auto contents size aware of enforced vertical scrollbar if window is larger than display size. -- Fixed new windows auto-fitting bigger than their .ini saved size. This was a bug but it may be a desirable effect sometimes, may reconsider it. -- Fixed negative clipping rectangle when collapsing windows that could affect manual submission to ImDrawList and end-user rendering function if unhandled (#177) +- Fixed new windows auto-fitting bigger than their .ini saved size. + This was a bug but it may be a desirable effect sometimes, may reconsider it. +- Fixed negative clipping rectangle when collapsing windows that could affect manual + submission to ImDrawList and end-user rendering function if unhandled (#177) - Fixed bounding measurement of empty groups (fix #162) -- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away. +- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling + "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away. - Fixed MouseClickedPos not updated on double-click update (#167) -- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. Fixed unmerged draw calls for software mouse cursor. +- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. + Fixed unmerged draw calls for software mouse cursor. - Fixed double-clicking on resize grip keeping the grip active if mouse button is kept held. - Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge. - Setting io.LogFilename to NULL disable default LogToFile() (part of #175) @@ -5359,7 +7449,8 @@ Other Changes: - Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused(). - Added io.KeyAlt + support in examples apps, in prevision for future usage of Alt modifier (was missing). - Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar(). -- Various fixes related to vertical alignment of text after widget of varied sizes. Allow for multiple blocks of multiple lines text on the same "line". Added demos. +- Various fixes related to vertical alignment of text after widget of varied sizes. + Allow for multiple blocks of multiple lines text on the same "line". Added demos. - Explicit size passed to Plot*(), Button() includes the frame padding. - Style: Changed default Border and Column border colors to be most subtle. - Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing. @@ -5369,7 +7460,7 @@ Other Changes: - Sliders: Fixed parsing of decimal precision back from format string when using %%. - Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone). - Separator() logs itself as text when passing through text log. -- Optimisation: TreeNodeV() early out if SkipItems is set without formatting. +- Optimization: TreeNodeV() early out if SkipItems is set without formatting. - Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K. - Examples: Example console keeps focus on input box at all times. - Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder. @@ -5388,8 +7479,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Other Changes: -- Examples: refactored all examples application to make it easier to isolate and grab the code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples. -- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge scroll amount. (#150). +- Examples: refactored all examples application to make it easier to isolate and grab the + code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples. +- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge + scroll amount. (#150). - Scrollbar: Clicking inside the grab box doesn't modify scroll value. Subsequent movement always relative. - Added "###" labelling syntax to pass a label that isn't part of the hashed ID (#107), e.g. ("%d###static_id",rand()). - Added GetColumnIndex(), GetColumnsCount() (#154) @@ -5399,12 +7492,15 @@ Other Changes: - Fixed ListBoxHeader() incorrect handling of SkipItems early out when window is collapsed. - Fixed using IsItemHovered() after EndChild() (#151) - Fixed malformed UTF-8 decoding errors leading to infinite loops (#158) -- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert an incomplete UTF-8 character when reaching buffer limit (fix #158) -- Handle double-width space (0x3000) in various places the same as single-width spaces, for Chinese/Japanese users. +- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert + an incomplete UTF-8 character when reaching buffer limit (fix #158) +- Handle double-width space (0x3000) in various places the same as single-width spaces, + for Chinese/Japanese users. - Collapse triangle uses text color (not border color). - Fixed font fallback glyph width. - Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing. -- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog (for Japanese/Chinese, etc.) is positioned correctly as you input text. +- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog + (for Japanese/Chinese, etc.) is positioned correctly as you input text. - Windows: default clipboard handlers for Windows handle UTF-8. - Examples: Fixed DirectX 9/11 examples applications handling of Microsoft IME. - Examples: Allow DirectX 9/11 examples applications to resize the window. @@ -5423,7 +7519,8 @@ Other Changes: - Added Bullet() helper - equivalent to BulletText(""), SameLine(). - Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146) - Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a window name. -- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() and consistent with other API. +- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() + and consistent with other API. - Renamed ImGuiSetCondition_* to ImGuiSetCond_* and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once. - Added missing definition for ImGui::GetWindowCollapsed(). - Fixed GetGlyphRangesJapanese() actually missing katakana ranges and a few useful extensions. @@ -5454,18 +7551,23 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Other Changes: -- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on a button before losing focus (relate to #134) +- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on + a button before losing focus (relate to #134) - InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134). -- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give 3 bytes you can input 2 ascii chars + zero terminator, which is correct). +- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give + 3 bytes you can input 2 ascii chars + zero terminator, which is correct). - Added IsAnyItemActive(). -- Child window explicitly inherit collapse state from parent (so if user keeps submitting items even thought Begin has returned 'false' the child items will be clipped faster). +- Child window explicitly inherit collapse state from parent (so if user keeps submitting items + even thought Begin has returned 'false' the child items will be clipped faster). - BeginChild() return a bool the same way Begin() does. if true you can skip submitting content. - Removed extraneous (1,1) padding on child window (pointed out in #125) - Columns: doesn't bail out when SkipItems is set (fix #136) - Columns: Separator() within column correctly vertical offset all cells (pointed out in #125) -- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns can be lined up between a parent and a child window (cf. #125) +- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns + can be lined up between a parent and a child window (cf. #125) - Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131) -- Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (fix #137) +- Fix hovering of child window extending past their parent not taking account of parent clipping + rectangle (fix #137) - Sliders: value text is clipped inside the frame when resizing sliders to be small. - ImGuITextFilter::Draw() use regular width call rather than computing its own arbitrary width. - ImGuiTextFilter: can take a default filter string during construction. @@ -5483,11 +7585,13 @@ Other Changes: - Added ListBox() (#129). - Added ListBoxHeader(), ListBoxFooter() for customized list traversal and creating multi-selection boxes. - Fixed title bar text clipping issue (fix #128). -- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). Callback now passed an "EventFlag" parameter. +- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). + Callback now passed an "EventFlag" parameter. - InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters. - PushItemWidth() can take negative value to right-align items. -- Optimisation: Columns offsets cached to avoid unnecessary binary search. -- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items). +- Optimization: Columns offsets cached to avoid unnecessary binary search. +- Optimization: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when + submitting thousands of clipped items). - Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility. - Added BeginChild() variant that takes an ImGuiID. - Tweak default ImGuiCol_HeaderActive color to be less bright. @@ -5503,9 +7607,11 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Other Changes: - Added ImGuiWindowFlags_NoCollapse flag. -- Added a way to replace the internal state pointer so that we can optionally share it between modules (e.g. multiple DLLs). +- Added a way to replace the internal state pointer so that we can optionally share it between + modules (e.g. multiple DLLs). - Added tint_col parameter to ImageButton(). -- Added CalcListClipping() helper to perform faster/coarse clipping on user side (when manipulating lists with thousands of items). +- Added CalcListClipping() helper to perform faster/coarse clipping on user side + (when manipulating lists with thousands of items). - Added GetCursorPosX() / GetCursorPosY() shortcuts. - Renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing(). - Combo box always appears above other child windows of a same parent. @@ -5527,7 +7633,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data. +- Big update! Initialization had to be changed. You don't need to load PNG data anymore. The + new system gives you uncompressed texture data. - This sequence: const void* png_data; unsigned int png_size; @@ -5536,25 +7643,29 @@ Breaking Changes: - Became: unsigned char* pixels; int width, height; - // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font + // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // io.Fonts->TexID = (your_texture_identifier); - - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your projection matrix by 0.5 if you have rendering problems. + - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your + projection matrix by 0.5 if you have rendering problems. Other Changes: - Loading TTF files with stb_truetype.h. - We still embed a compressed pixel-perfect TTF version of ProggyClean for convenience. - Runtime font rendering is a little faster than previously. -- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple fonts are still merged into a single draw call whenever possible. +- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple + fonts are still merged into a single draw call whenever possible. - The system handles UTF-8 and provide ranges to easily load e.g. characters for Japanese display. - Added PushFont() / PopFont(). - Added Image() and ImageButton() to display your own texture data. -- Added callback system in command-list. This can be used if you want to do your own rendering (e.g. render a 3D scene) inside ImGui widgets. -- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors. +- Added callback system in command-list. This can be used if you want to do your own rendering + (e.g. render a 3D scene) inside ImGui widgets. +- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just + being hovered). Useful for custom dragging behaviors. - Style: Added FrameRounding setting for a more rounded look (default to 0 for now). -- Window: Fixed using multiple Begin/End pair on the same wnidow. +- Window: Fixed using multiple Begin/End pair on the same window. - Window: Fixed style.WindowMinSize not being honored properly. - Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos). - ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default. @@ -5585,9 +7696,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Dragging outside area of a widget while it is active doesn't trigger hover on other widgets. - Activating widget bring parent window to front if not already. - Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI. -- InputText() nows consume input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105) +- InputText() now consumes input characters immediately so they cannot be reused if + ImGui::Update is called again with a call to ImGui::Render(). (fixes #105) - Examples: Console: added support for History callbacks + some cleanup. -- Various small optimisations. +- Various small optimizations. - Cleanup and other fixes. @@ -5603,7 +7715,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Widgets more consistently handle empty labels (starting with ## mark) for their size calculation. - Fixed crashing with zero sized frame-buffer. - Fixed ImGui::Combo() not registering its size properly when clipped out of screen. -- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. Added more comments on the use of Begin(). +- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. + Added more comments on the use of Begin(). - Logging: Added LogText() to pass text straight to the log output (tty/clipboard/file) without rendering it. - Logging: Added LogFinish() to stop logging at an arbitrary point. - Logging: Log depth padding relative to start depth. @@ -5622,7 +7735,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Added ImGuiWindowFlags_NoScrollWithMouse, disable mouse wheel scrolling on a window. - Added ImGuiWindowFlags_NoSavedSettings, disable loading/saving window state to .ini file. -- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an optional second parameter to easily set current value vs session default value vs persistent default value. +- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along + with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an + optional second parameter to easily set current value vs session default value vs. + persistent default value. - Removed rarely useful SetNewWindowDefaultPos() in favor of new API. - Fixed hovering of lower-right resize grip when it is above a child window. - Fixed InputInt() writing to output when it doesn't need to. @@ -5648,7 +7764,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Increased visibility of check box and radio button with smaller size. - Smooth mouse scrolling on OSX (uses floating point scroll/wheel input). - New version of IMGUI_ONCE_UPON_A_FRAME helper macro that works with all compilers. -- Moved IO.Font*** options to inside the IO.Font-> structure.. Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font). +- Moved IO.Font*** options to inside the IO.Font-> structure. +- Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font). - Fixed more Clang -Weverything warnings. - Examples: Added DirectX11 example application. - Examples: Created single .sln solution for all example projects. @@ -5676,7 +7793,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Fixed unaligned memory access for Emscripten compatibility. - Various pedantic warning fixes (now testing with Clang). - Added extra asserts to catch incorrect usage. -- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change variables that are used within the Begin() call). +- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change + variables that are used within the Begin() call). - PushTextWrapPos() defaults to 0.0 (right-end of current drawing region). - Fixed compatibility with std::vector if user decide to #define ImVector. - MouseWheel input is now normalized. @@ -5714,7 +7832,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Comments and fixes. - Added SetKeyboardFocusHere() to set input focus from code. - Added GetWindowFont(), GetWindowFontSize() for users of the low-level ImDrawList API. -- Added a UserData void *pointer so that the callback functions can access user state "Just in case a project has adverse reactions to adding globals or statics in their own code." +- Added a UserData void *pointer so that the callback functions can access user state + "Just in case a project has adverse reactions to adding globals or statics in their own code." - Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL @@ -5742,7 +7861,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Added IsMouseHoveringWindow(), IsMouseHoveringAnyWindow(), IsPosHoveringAnyWindow() helpers. - Added va_list variations of all functions taking ellipsis (...) parameters. - Added section in documentation to explicitly document cases of API breaking changes (e.g. renamed IM_MALLOC below). -- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime (also allowing precompiled ImGui to cover more use cases). +- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime + (also allowing precompiled ImGui to cover more use cases). - Fixed OpenGL samples for Retina display. - Comments and minor fixes. @@ -5782,7 +7902,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling. +- The behavior of PixelCenterOffset changed! You may need to change your value if you had set + it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is + likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering + uses some form of multisampling. Other Changes: @@ -5813,10 +7936,12 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.07 - Added InputFloat4(), SliderFloat4() helpers. -- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic and all rendering processing. +- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic + and all rendering processing. - Fix clipping of title bar text. - Fix to allow the user to call NewFrame() multiple times without calling Render(). -- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share same clipping rectangle. +- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share + same clipping rectangle. - Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.). - Minor fixes, tweaks, comments. @@ -5871,7 +7996,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines. - Added quick & dirty Makefiles for MacOSX and Linux. -- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations. +- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimizations. - Fixed warnings for more stringent compilation settings. diff --git a/third_party/imgui/docs/CONTRIBUTING.md b/third_party/imgui/docs/CONTRIBUTING.md index 5cc9cdb53f..fb946c4b3d 100644 --- a/third_party/imgui/docs/CONTRIBUTING.md +++ b/third_party/imgui/docs/CONTRIBUTING.md @@ -34,7 +34,7 @@ Only if you: Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue. -If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. +If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. ## How to open an issue @@ -52,7 +52,7 @@ Steps: - **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time. - **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files. - **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful. -- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. +- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. - Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end. - If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using. - Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. @@ -65,17 +65,17 @@ If you have been using Dear ImGui for a while or have been using C/C++ for sever ## How to open a Pull Request -- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution. -- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). +- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). - **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using. - **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post). -- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). +- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). - **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). ## Copyright / Contributor License Agreement Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project. -You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. +You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. diff --git a/third_party/imgui/docs/EXAMPLES.md b/third_party/imgui/docs/EXAMPLES.md index 4aa69a671f..676d745bc0 100644 --- a/third_party/imgui/docs/EXAMPLES.md +++ b/third_party/imgui/docs/EXAMPLES.md @@ -3,7 +3,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP ## Dear ImGui: Examples **The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of -platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)). +platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)). The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward integrating Dear ImGui in your own application/game/engine. @@ -35,46 +35,13 @@ At shutdown: call ImGui::DestroyContext() ``` -Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)): +Main resource: +- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application. -```cpp -// Create a Dear ImGui context, setup some options -ImGui::CreateContext(); -ImGuiIO& io = ImGui::GetIO(); -io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options - -// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp) -ImGui_ImplWin32_Init(my_hwnd); -ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context); - -// Application main loop -while (true) -{ - // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame - ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); - - // Any application code here - ImGui::Text("Hello, world!"); - - // End of frame: render Dear ImGui - ImGui::Render(); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); - - // Swap - g_pSwapChain->Present(1, 0); -} - -// Shutdown -ImGui_ImplDX11_Shutdown(); -ImGui_ImplWin32_Shutdown(); -ImGui::DestroyContext(); -``` - -Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -Please read the comments and instruction at the top of each file. -Please read FAQ at https://www.dearimgui.com/faq +Additional resources: +- Read FAQ at https://www.dearimgui.com/faq +- Read 'PROGRAMMER GUIDE' section in imgui.cpp. +- Read the comments and instruction at the top of each file. If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual @@ -91,7 +58,7 @@ Allegro 5 example.
Android + OpenGL3 (ES) example.
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp -[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
+[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/)
OSX & iOS + Metal example.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. @@ -105,7 +72,7 @@ OSX + OpenGL2 example.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) [example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/)
-GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop)
+GLFW + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! @@ -142,9 +109,11 @@ Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. [example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
-= main.cpp
+= main.cpp + imgui_impl_null.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible. Because this application doesn't create a window nor a graphic context, there's no graphics output. +Please note that imgui_impl_null itself is a rather empty backend. We provide it for consistency but +it is similarly easy to create a skeleton application without the null backend. [example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/)
SDL2 + DirectX11 example, Windows only.
@@ -172,8 +141,8 @@ This support building with Emscripten and targeting WebGL.
Prefer using that if you are using modern GL or WebGL in your application. [example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/)
-SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath)
-= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp
This requires SDL 2.0.18+ (released November 2021)
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
@@ -182,6 +151,44 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. +[example_sdl2_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_wgpu/)
+SDL2 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native).
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_wgpu.cpp +(note that the 'example_sdl2_opengl3' example also supports Emscripten!) + +[example_sdl3_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_directx11/)
+SDL3 + DirectX11 examples, Windows only.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_dx11.cpp
+ +[example_sdl3_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/)
+SDL3 + Metal example, Mac only.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm
+ +[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/)
+SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targeting WebGL.
+ +[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+ +[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+ +[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/)
+SDL3 (Win32, Mac, Linux, etc.) + Vulkan example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +[example_sdl3_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_wgpu/)
+SDL3 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native).
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_wgpu.cpp +(note that the 'example_sdl3_opengl3' example also supports Emscripten!) + [example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/)
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp @@ -200,15 +207,19 @@ DirectX12 example, Windows only.
This is quite long and tedious, because: DirectX12. [example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/)
-Raw Windows + OpenGL3 + example (modern, programmable pipeline)
+Raw Windows + OpenGL3 example (modern, programmable pipeline)
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp
+[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/)
+Raw Windows + Vulkan example
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp
+ ### Miscellaneous **Building** -Unfortunately nowadays it is still tedious to create and maintain portable build files using external +Unfortunately, nowadays it is still tedious to create and maintain portable build files using external libraries (the kind we're using here to create a window and render 3D triangles) without relying on third party software and build systems. For most examples here we choose to provide: - Makefiles for Linux/OSX @@ -224,22 +235,22 @@ If you are interested in using Cmake to build and links examples, see: **About mouse cursor latency** -Dear ImGui has no particular extra lag for most behaviors, +Dear ImGui does not introduce significant extra lag for most behaviors, e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. -However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated -path and will feel smoother than the majority of contents rendered via regular graphics API (including, +However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated +path, which makes them feel smoother than the majority of content rendered via regular graphics API (including, but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as the mouse, that disconnect may be jarring to particularly sensitive users. You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a regularly rendered software cursor. -However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at +However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_ when an interactive drag is in progress. -Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings. -If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple -drawing a flat 2D shape directly under the mouse cursor! +Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings. +If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple +2D shape directly under the mouse cursor to help identify the issue! diff --git a/third_party/imgui/docs/FAQ.md b/third_party/imgui/docs/FAQ.md index 9c7df23342..e72f63f747 100644 --- a/third_party/imgui/docs/FAQ.md +++ b/third_party/imgui/docs/FAQ.md @@ -13,18 +13,20 @@ or view this file with any Markdown viewer. :---------------------------------------------------------- | | [Where is the documentation?](#q-where-is-the-documentation) | | [What is this library called?](#q-what-is-this-library-called) | +| [What is the difference between Dear ImGui and traditional UI toolkits?](#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits) | | [Which version should I get?](#q-which-version-should-i-get) | | **Q&A: Integration** | | **[How to get started?](#q-how-to-get-started)** | | **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** | | [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | | [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | +| [How can I create my own backend?](#q-how-can-i-create-my-own-backend) | [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | **Q&A: Usage** | | **[About the ID Stack system..
Why is my widget not reacting when I click on it?
Why is the wrong widget reacting when I click on one?
How can I have widgets with an empty label?
How can I have multiple widgets with the same label?
How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | -| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I display an image?](#q-how-can-i-display-an-image)
[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)| | [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | | [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | @@ -74,12 +76,66 @@ or view this file with any Markdown viewer. --- +### Q: What is the difference between Dear ImGui and traditional UI toolkits? + +Here's a very simplified comparison between the approach taken by Dear ImGui vs traditional toolkits: + +| Dear ImGui | Qt/GTK/WPF... | +|--------------------------|--------------------------| +| UI fully issued on every update. | UI issued once then later modified. | +| UI layout is fully dynamic and can change at any time.
UI is generally emitted programmatically, which empowers reflecting a dynamic set of data. | UI layout is mostly static.
UI may be emitted programmatically or from data created by offline tools. UI need extra code to evolve, which is often tedious and error-prone if it needs to be reflecting dynamic data and systems. | +| Application can submit UI based on arbitrary logic and then forget about it. | Application needs more bookkeeping of UI elements. | +| UI library stores minimal amounts of data. At one point in time, it typically doesn't know or remember which other widgets are displayed and which widgets are coming next. As a result, certain layout features (alignment, resizing) are not as easy to implement or require ad-hoc code. | UI library stores entire widgets tree and state. UI library can use this retained data to easily layout things. | +| UI code may be added anywhere.
You can even create UI to edit a local variable! | UI code needs to be added in dedicated spots. | +| UI layout/logic/action/data bindings are all nearby in the code. | UI layout/logic/action/data bindings in distinct functions, files or formats. | +| Data is naturally always synchronized. | Use callback/signal/slot for synchronizing data (error-prone). | +| API is simple and easy to learn. In particular, doing basic things is very easy. | API is more complex and specialized. | +| API is low-level (raw language types). | API are higher-level (more abstractions, advanced language features). | +| Less fancy look and feel. | Standard look and feel. | +| Compile yourself. Easy to debug, hack, modify, study. | Mostly use precompiled libraries. Compiling, modifying or studying is daunting if not impossible. | +| Run on every platform. | Run on limited desktop platforms. | + +Idiomatic Dear ImGui code: +```cpp +if (ImGui::Button("Save")) + MySaveFunction(); + +ImGui::SliderFloat("Slider", &m_MyValue, 0.0f, 1.0f); +``` +Idiomatic code with traditional toolkit: +```cpp +UiButton* button = new UiButton("Save"); +button->OnClick = &MySaveFunction; +parent->Add(button); + +UiSlider* slider = new UiSlider("Slider"); +slider->SetRange(0.0f, 1.0f); +slider->BindData(&m_MyValue); +parent->Add(slider); +``` +This is only meant to give you a intuitive feeling of the main differences, but pros & cons go deeper than that. + +Some of those properties are typically associated to the umbrella term "IMGUI", but the term has no simple and well-agreed definition. There are many erroneous statements and misunderstandings with what IMGUI means. It is partly caused by the fact that most popular IMGUI implementations (including Dear ImGui) have originated from game industry needs and have targeted specific use cases, causing people to conflate IMGUI properties with what a specific library does. However, it is perfectly possible to implement an IMGUI library that would have very different properties than e.g. Dear ImGui. My take on defining what an IMGUI is: + +**IMGUI refers to the API: literally the interface between the application and the UI system.** +- An IMGUI API favors the application code owning its data and being the single source of truth for it. +- An IMGUI API tries to minimize the application having to retain/manage data related to the UI system. +- An IMGUI API tries to minimize the UI system having to retain/manage data related to the application. +- Synchronization between application data and UI data is natural and less error-prone. + +**IMGUI does NOT refer to the implementation. Whatever happens inside the UI library code doesn't matter.** +
Also see: [Links to many articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/#about-the-imgui-paradigm). + +##### [Return to Index](#index) + +--- + ### Q: Which version should I get? I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. -You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: -- [Docking features](https://github.com/ocornut/imgui/issues/2109) -- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) +You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking features](https://github.com/ocornut/imgui/wiki/Docking) +- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports) Many projects are using this branch and it is kept in sync with master regularly. @@ -92,8 +148,8 @@ Many projects are using this branch and it is kept in sync with master regularly ### Q: How to get started? Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
-Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
-Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
+Read [docs/EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
+Read [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. @@ -159,9 +215,18 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik --- +### Q: How can I create my own backend? +- See [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). +- See Documentation at the top of imgui.cpp. + +##### [Return to Index](#index) + +--- + ### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU. -- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens using standard backends (after 1.92): please report. - If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states. ##### [Return to Index](#index) @@ -204,10 +269,11 @@ ctx->RSSetScissorRects(1, &r); ### 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:** +**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!** +
**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!** - + - +
 ImGui::Begin("Incorrect!");
@@ -232,7 +298,7 @@ for (int n = 0; n < 3; n++)
 ImGui::End();
 
A primer on labels and the ID Stack... @@ -374,41 +440,92 @@ node open/closed state differently. See what makes more sense in your situation! --- -### Q: How can I display an image? What is ImTextureID, how does it work? +### Q: How can I display an image? +### Q: What are ImTextureID/ImTextureRef? -Short explanation: -- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). +**Short explanation:** - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. -- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. -- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). +- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). +- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value. +- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need. +- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references. + +**Details:** + +1.92 introduced `ImTextureRef` in June 2025. +- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`. +- You can trivially create a `ImTextureRef` from a `ImTextureID`. +- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.** +- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now. +- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. + +**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.** +```cpp +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. +#endif +``` +- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value. +- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd. +- Compile-time type configuration: + - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. + - This can be whatever to you want it to be! read the FAQ entry about textures for details. + - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators. + +**ImTextureRef = higher-level identifier for a texture.** +```cpp +// Store a ImTextureID _or_ a ImTextureData*. +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } + inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; } + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +``` +- The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. + - When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`. + - Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. + - When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened. + - To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`. + We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code. + - There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code. + - If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`. + - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }` **Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** Long explanation: - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. -ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice. -Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. +We carry the information to identify a "texture" in the ImTextureID type, which itself tends to be stored inside a ImTextureRef. +ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice. +Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes values until they reach your rendering function. - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: ```cpp OpenGL: -- ImTextureID = GLuint +- ImTextureID should contains 'GLuint' (GL texture identifier). - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp ``` ```cpp DirectX9: -- ImTextureID = LPDIRECT3DTEXTURE9 +- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer). - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp ``` ```cpp DirectX11: -- ImTextureID = ID3D11ShaderResourceView* +- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer) - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp ``` ```cpp DirectX12: -- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE +- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits) - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp ``` For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID. @@ -420,14 +537,14 @@ If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a User code may do: ```cpp -// Cast our texture type to ImTextureID / void* +// Cast our texture type to ImTextureID MyTexture* texture = g_CoffeeTableTexture; -ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); +ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height)); ``` The renderer function called after ImGui::Render() will receive that same value that the user code passed: ```cpp -// Cast ImTextureID / void* stored in the draw command as our texture type -MyTexture* texture = (MyTexture*)pcmd->GetTexID(); +// Cast ImTextureID stored in the draw command as our texture type +MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID(); MyEngineBindTexture2D(texture); ``` Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. @@ -436,19 +553,19 @@ If you want to display an image file (e.g. PNG file) on the screen, please refer Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. -C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. -Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. +C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa. +Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID. Here are some examples: ```cpp GLuint my_tex = XXX; -void* my_void_ptr; -my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) -my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint +ImTextureID my_imtexid; +my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address) +my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint ID3D11ShaderResourceView* my_dx11_srv = XXX; -void* my_void_ptr; -my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* -my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* +ImTextureID my_imtexid; +my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID +my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView* ``` Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. @@ -537,30 +654,50 @@ ImGui::End(); ### Q: How should I handle DPI in my application? -The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. +Since 1.92 (June 2025) fonts may be dynamically used at any size. -Your application may want to detect DPI change and reload the fonts and reset style between frames. +**Scaling fonts** -Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. +To change font size: +```cpp +ImGui::PushFont(NULL, 42.0f); +``` +To change font and font size: +```cpp +ImGui::PushFont(new_font, 42.0f); +``` +To scale all fonts: +```cpp +style.FontScaleDpi = 2.0f; +``` +In `docking` branch or with multi-viewports: +```cpp +io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. +io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. +``` -Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. +**Scaling style** (paddings, spacings, thicknesses) -Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future). +This is still massively work in progress, expect turbulence. +Style values are currently not easily scalable dynamically. +For single viewport application you can call once: +```cpp +style.ScaleAllSizes(factor); // call once! +``` +If you need to change the scaling factor, it is currently most practical to reset the style and call this again with a new value. -The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is: -- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`). -- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI). -- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales). +Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. -This approach is relatively easy and functional but comes with two issues: -- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land. -- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides. +Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. This is expected to happen during subsequent 1.92.x releases. -Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top. +Applications in the `examples/` folder are partly DPI aware but they are unable to load a custom font from the file-system, so they look ugly (may change that in the future). -On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: +The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales) specifically for the `ImGuiStyle` structure. Fonts are however now perfectly scalable. -- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``. +**On Windows, you need to inform Windows that your application is DPI aware!** +If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: +- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()` + call `::SetProcessDPIAware()`. +- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`. - For GLFW: this is done automatically. - For other Windows projects with other backends, or wrapper projects: - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend. @@ -612,9 +749,12 @@ Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](http --- ### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? -When loading a font, pass custom Unicode ranges to specify the glyphs to load. +Since 1.92 (June 2025) and with an updated backend, it is not necessary to specify glyph ranges at all. + +Before 1.92, when loading a font, pass custom Unicode ranges to specify the glyphs to load. ```cpp +// [BEFORE 1.92] // Add default Japanese ranges io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); @@ -638,8 +778,8 @@ Text input: it is up to your application to pass the right character code by cal The applications in examples/ are doing that. Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state. -Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw -for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly. +Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to `ImGui::GetMainViewport()->PlatformHandleRaw` +for the default implementation of `GetPlatformIO().Platform_SetImeDataFn()` to set your Microsoft IME position correctly. ##### [Return to Index](#index) @@ -654,7 +794,7 @@ You may take a look at: - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) -- [Gallery](https://github.com/ocornut/imgui/issues/7503) +- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery) ##### [Return to Index](#index) @@ -664,7 +804,7 @@ You may take a look at: Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. +Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm. @@ -700,7 +840,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. -You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. +You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. ##### [Return to Index](#index) diff --git a/third_party/imgui/docs/FONTS.md b/third_party/imgui/docs/FONTS.md index df8b610e56..072ca97627 100644 --- a/third_party/imgui/docs/FONTS.md +++ b/third_party/imgui/docs/FONTS.md @@ -2,7 +2,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS ## Dear ImGui: Using Fonts -The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), +The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer), a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions. You may also load external .TTF/.OTF files. @@ -12,11 +12,13 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo ## Index - [Troubleshooting](#troubleshooting) +- [New! Dynamic Fonts system in 1.92 (June 2025)](#new-dynamic-fonts-system-in-192-june-2025) - [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) - [Fonts Loading Instructions](#fonts-loading-instructions) - [Loading Font Data from Memory](#loading-font-data-from-memory) - [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code) - [Using Icon Fonts](#using-icon-fonts) + - [Excluding Overlapping Ranges](#excluding-overlapping-ranges) - [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype) - [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis) - [Using Custom Glyph Ranges](#using-custom-glyph-ranges) @@ -35,7 +37,7 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo ### (1) Invalid filename due to use of `\` or unexpected working directory. -See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect. +See [About Filenames](#about-filenames). AddFontXXX() functions should assert if the filename is incorrect. ### (2) Invalid UTF-8 encoding of your non-ASCII strings. @@ -43,14 +45,20 @@ See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to co ### (3) Missing glyph ranges. -You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges. +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.** -This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load. +⏪ Before 1.92: you need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges. + +This was a previous constraint of Dear ImGui (lifted in 1.92): when loading a font you need to specify which characters glyphs to load. All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`. ### (4) Font atlas texture fails to upload to GPU. -This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. +🆕 **Since 1.92, with an up to date backend: atlas is built incrementally and dynamically resized, this is less likely to happen** + +:rewind: This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. + +![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26) Some solutions: - You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss. @@ -58,7 +66,22 @@ Some solutions: - Reduce glyphs ranges by calculating them from source localization data. You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! - Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. -- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function). + +##### [Return to Index](#index) + +--------------------------------------- + +## New! Dynamic Fonts system in 1.92 (June 2025) + +v1.92 introduces a newer, dynamic font system. It requires backend to support the `ImGuiBackendFlags_HasTextures` feature: +- Users of icons, Asian and non-English languages do not need to pre-build all glyphs ahead of time. Saving on loading time, memory, and also reducing issues with missing glyphs. Specifying glyph ranges is not needed anymore. +- `PushFont(NULL, new_size)` may be used anytime to change font size. +- Packing custom rectangles is more convenient as pixels may be written to immediately. +- Any update to fonts previously required backend specific calls to re-upload the texture, and said calls were not portable across backends. It is now possible to scale fonts etc. in a way that doesn't require you to make backend-specific calls. +- It is possible to plug a custom loader/backend to any font source. + +See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details. + ##### [Return to Index](#index) @@ -81,6 +104,13 @@ io.Fonts->AddFontDefault(); ``` **Load .TTF/.OTF file with:** + +🆕 **Since 1.92, with an up to date backend: passing a size is not necessary** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("font.ttf"); +``` +:rewind: **Before 1.92, or without an up to date backend:** ```cpp ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); @@ -91,14 +121,14 @@ If you get an assert stating "Could not load font file!", your font filename is ```cpp // Init ImGuiIO& io = ImGui::GetIO(); -ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); -ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf",); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf"); ``` In your application loop, select which font to use: ```cpp ImGui::Text("Hello"); // use the default font (which is the first loaded font) -ImGui::PushFont(font2); +ImGui::PushFont(font2, 0.0f); // change font, keep current size ImGui::Text("Hello with another font"); ImGui::PopFont(); ``` @@ -106,13 +136,22 @@ ImGui::PopFont(); **For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** ```cpp ImFontConfig config; -config.OversampleH = 2; -config.OversampleV = 1; -config.GlyphExtraSpacing.x = 1.0f; +config.OversampleH = 1.0f; ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); ``` **Combine multiple fonts into one:** + +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.** +```cpp +// Load a first font +ImFont* font = io.Fonts->AddFontDefault(); +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons +``` +:rewind: **Before 1.92, or without an up to date backend:** ```cpp // Load a first font ImFont* font = io.Fonts->AddFontDefault(); @@ -130,6 +169,7 @@ io.Fonts->Build(); **Add a fourth parameter to bake specific font ranges only:** +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. All the GetGlyphRangesXXX() functions are marked obsolete.** ```cpp // Basic Latin, Extended Latin io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault()); @@ -144,10 +184,18 @@ See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create yo **Example loading and using a Japanese font:** +🆕 **Since 1.92, with an up to date backend:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf"); +``` + +:rewind: **Before 1.92, or without an up to date backend:** ```cpp ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); ``` + ```cpp ImGui::Text(u8"こんにちは!テスト %d", 123); if (ImGui::Button(u8"ロード")) @@ -214,12 +262,24 @@ To refer to the icon UTF-8 codepoints from your C++ code, you may use those head So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon. +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. You can omit this parameter.** Example Setup: ```cpp // Merge icons into default tool font #include "IconsFontAwesome.h" ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontDefault(); +ImFontConfig config; +config.MergeMode = true; +config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced +io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config); +``` +:rewind: **Before 1.92:** +```cpp +// Merge icons into default tool font +#include "IconsFontAwesome.h" +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); ImFontConfig config; config.MergeMode = true; @@ -239,7 +299,8 @@ See Links below for other icons fonts and related tools. **Monospace Icons?** -To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font. +To make your icon look more monospace and facilitate alignment, you may want to set the `ImFontConfig::GlyphMinAdvanceX` value when loading an icon font. +If you `GlyphMinAdvanceX` you need to pass a `font_size` to `AddFontXXX()` calls, as the MinAdvanceX value will be specified for the given size and scaled otherwise. **Screenshot** @@ -250,11 +311,49 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com): --------------------------------------- +### Excluding Overlapping Ranges + +🆕 **Since 1.92, with an up to date backend: glyphs ranges are ignored**: when loading a glyph, input fonts in the merge list are queried in order. The first font which has the glyph loads it. +
‼️ **If you are merging several fonts, you may have undesirable overlapping ranges.** You can use `ImFontConfig::GlyphExcludeRanges[] `to specify ranges to ignore in a given Input. + +```cpp +// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range +static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; +ImFontConfig cfg1; +cfg1.GlyphExcludeRanges = exclude_ranges; +io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + +// Add Font Source 2, which expects to use the range above +ImFontConfig cfg2; +cfg2.MergeMode = true; +io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); +``` +Another (silly) example: +```cpp +// Remove 'A'-'Z' from first font +static ImWchar exclude_ranges[] = { 'A', 'Z', 0 }; +ImFontConfig cfg1; +cfg1.GlyphExcludeRanges = exclude_ranges; +io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + +// Load another font to fill the gaps +ImFontConfig cfg2; +cfg2.MergeMode = true; +io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", 0.0f, &cfg2); +``` +![image](https://github.com/user-attachments/assets/f3d751d3-1aee-4698-bd9b-f511902f56bb) + +You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. + +##### [Return to Index](#index) + +--------------------------------------- + ## Using FreeType Rasterizer (imgui_freetype) -- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. -- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. -- FreeType supports auto-hinting which tends to improve the readability of small fonts. +- Dear ImGui uses [stb_truetype.h](https://github.com/nothings/stb/) to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. +- You can however use `imgui_freetype.cpp` from the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. Compile with this file and add `#define IMGUI_ENABLE_FREETYPE` to your imconfig.h file or build system to automatically activate it. +- FreeType supports auto-hinting which tends to improve the readability of small fonts. It makes a big difference especially at smaller resolutions. - Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. - Correct sRGB space blending will have an important effect on your font rendering quality. @@ -276,10 +375,9 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com): io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f); static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 }; static ImFontConfig cfg; -cfg.OversampleH = cfg.OversampleV = 1; cfg.MergeMode = true; -cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor; -io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges); +cfg.FontLoaderFlags |= ImGuiFreeTypeLoaderFlags_LoadColor; +io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg); ``` ##### [Return to Index](#index) @@ -288,7 +386,9 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra ## Using Custom Glyph Ranges -You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. Therefore this is not really useful any more.** + +:rewind: You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. ```cpp ImVector ranges; ImFontGlyphRangesBuilder builder; @@ -307,10 +407,19 @@ io.Fonts->Build(); // Build the atlas while ## Using Custom Colorful Icons +🆕 **Since 1.92, with an up to date backend: this system has been revamped.** + +TL;DR; With the new system, it is recommended that you create a custom `ImFontLoader` and register your fonts with it. +`AddCustomRectFontGlyph()` has been obsoleted because its API does not make much sense with resizable fonts. + +You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466). + +:rewind: **Before 1.92:** + As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)** - You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`. -- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. +- You can then use `ImFontAtlas::GetCustomRect(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. - This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale). #### Pseudo-code: @@ -330,9 +439,7 @@ int tex_width, tex_height; io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) -{ - int rect_id = rect_ids[rect_n]; - if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n])) { // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) for (int y = 0; y < rect->Height; y++) @@ -342,7 +449,6 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) *p++ = IM_COL32(255, 0, 0, 255); } } -} ``` ##### [Return to Index](#index) @@ -481,15 +587,18 @@ Some fonts files are available in the `misc/fonts/` folder: #### MONOSPACE FONTS +image + Pixel Perfect: - Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php - Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.) Regular: -- Google Noto Mono Fonts https://www.google.com/get/noto/ -- Typefaces for source code beautification https://github.com/chrissimpkins/codeface -- Programmation fonts http://s9w.github.io/font_compare/ -- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html +- ProggyVector if you want the old school Dear ImGui font to scale: https://github.com/bluescan/proggyfonts +- Google Noto Mono Fonts: https://www.google.com/get/noto/ +- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface +- Programmation fonts: http://s9w.github.io/font_compare/ +- Inconsolata: http://www.levien.com/type/myfonts/inconsolata.html - Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro - Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/ diff --git a/third_party/imgui/docs/README.md b/third_party/imgui/docs/README.md index 78cf2fea0e..45977e74f4 100644 --- a/third_party/imgui/docs/README.md +++ b/third_party/imgui/docs/README.md @@ -13,16 +13,16 @@ Businesses: support continued development and maintenance via invoiced sponsorin
  _E-mail: contact @ dearimgui dot com_
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. -| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) | +| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) | :----------------------------------------------------------: | | [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) | -| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Language bindings & framework backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | ### The Pitch Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). -Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported. Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. @@ -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. -See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details. +See the [Getting Started & Integration](#getting-started--integration) section of this document for more details. After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop: ```cpp @@ -107,30 +107,34 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG ### Demo -Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. +- [Web version of the demo](https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html) courtesy of [@pthom](https://github.com/pthom). +- [Screenshot of the demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries). +- [imgui-demo-binaries-20250625.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20250625.zip) (Windows, 1.92.0, built 2025/06/25, master) or [older binaries](https://www.dearimgui.com/binaries). -The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). - -### Integration +### Getting Started & Integration See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details. On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so. -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** +Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can create/update textures and render textured triangles. This is exactly what backends are doing. +- The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications setting up a window and using standard backends. +- The [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide has instructions to integrate imgui into an existing application using standard backends. It should in theory take you less than an hour to integrate Dear ImGui into your existing codebase where support libraries are linked. Less if you read carefully. +- The [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) guide explains what backends are doing, and has instructions to implement a custom backend. You can also refer to the source code of our ~20 backends to understand how they work. +- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** -Officially maintained backends/bindings (in repository): -- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. +Officially maintained backends (in repository): +- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU. - Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android. - Frameworks: Allegro5, Emscripten. [Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: - Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig... - 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 newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages. +- 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. [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). @@ -141,7 +145,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). -For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)! +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. @@ -170,11 +174,11 @@ Private support is available for paying business customers (E-mail: _contact @ d **Which version should I get?** -We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. +We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly. **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! How to help ----------- @@ -184,7 +188,7 @@ How to help - See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues). - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. -- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). +- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact AT dearimgui DOT com). Sponsors -------- @@ -196,7 +200,7 @@ Ongoing Dear ImGui development is and has been financially supported by users an **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** Dear ImGui is using software and services provided free of charge for open source projects: -- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. +- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java). - [GitHub actions](https://github.com/features/actions) for continuous integration systems. - [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. @@ -214,7 +218,7 @@ Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.co Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). -Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. +Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub. License ------- diff --git a/third_party/imgui/docs/TODO.txt b/third_party/imgui/docs/TODO.txt index eecce6b42c..6107e5dc06 100644 --- a/third_party/imgui/docs/TODO.txt +++ b/third_party/imgui/docs/TODO.txt @@ -9,7 +9,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc: add a proper documentation system (maybe relying on automation? #435) - doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? - - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) @@ -23,13 +22,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - - window: top most window flag? more z-order contrl? (#2574) + - window: top most window flag? more z-order control? (#2574) - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - - window/child: background options for child windows, border option (disable rounding). - - window/child: allow resizing of child windows (possibly given min/max for each axis?.) - - window/child: allow SetNextWindowContentSize() to work on child windows. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal). - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine. @@ -44,7 +40,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). - - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). + - drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API). - drawlist: AddRect vs AddLine position confusing (#2441) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. @@ -58,14 +54,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - - widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517) + - widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517) - widgets: coloredit: keep reporting as active when picker is on? - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. - 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: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch) - 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) @@ -92,7 +87,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - 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) - input text multi-line: better horizontal scrolling support (#383, #1224) - - input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end. - input number: optional range min/max for Input*() functions - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled) - input number: use mouse wheel to step up/down @@ -139,7 +133,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. + - slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate. - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) - slider: relative dragging? + precision dragging - slider: step option (#1183) @@ -190,11 +184,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? + - settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately. - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - style: better default styles. (#707) - - style: PushStyleVar: allow direct access to individual float X/Y elements. - style: add a highlighted text color (for headers, etc.) - style: border types: out-screen, in-screen, etc. (#447) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) @@ -215,7 +209,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider) - - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves + - filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) @@ -246,22 +240,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: arbitrary line spacing. (#2945) - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) - - font: free the Alpha buffer if user only requested RGBA. -!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data - - font: remove ID from CustomRect registration, it seems unnecessary! - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width - - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. - font/demo: demonstrate use of ImFontGlyphRangesBuilder. - - font/atlas: add a missing Glyphs.reserve() - - font/atlas: incremental updates - - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position. - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349. @@ -270,20 +256,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - - font: fix AddRemapChar() to work before atlas has been built. - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) - ! nav: never clear NavId on some setup (e.g. gamepad centric) - - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). + - nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem + - nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item + - nav: holding space to repeat a button doesn't show button activated during hold. - nav: NavFlattened: init requests don't work properly on flattened siblings. - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings. - nav: NavFlattened: ESC on a flattened child should select something. @@ -324,7 +308,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - - examples: dx11/dx12: try to use new swapchain blit models (#2970) + - examples: dx11/dx12: try to use new swapchain blit models (#2970, #9031) - backends: report it better when not able to create texture? - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) @@ -332,7 +316,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings) diff --git a/third_party/imgui/examples/README.txt b/third_party/imgui/examples/README.txt index 6db2f3c48c..1a711e7b8f 100644 --- a/third_party/imgui/examples/README.txt +++ b/third_party/imgui/examples/README.txt @@ -1,9 +1,12 @@ -See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs +New to Dear ImGui? +- Check out the Getting Started guide: https://github.com/ocornut/imgui/wiki/Getting-Started +- About Backends: docs/BACKENDS.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md +- About Examples: docs/EXAMPLES.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). Examples = Standalone applications showcasing integration with platforms/graphics api. -Some Examples have extra README files in their respective directory, please check them too! +A few Examples have extra README files in their respective directory, please check them too! Once Dear ImGui is running (in either examples or your own application/game/engine), run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. diff --git a/third_party/imgui/examples/example_allegro5/README.md b/third_party/imgui/examples/example_allegro5/README.md index 4af31f6f3a..940b47fdb2 100644 --- a/third_party/imgui/examples/example_allegro5/README.md +++ b/third_party/imgui/examples/example_allegro5/README.md @@ -24,9 +24,9 @@ You may install Allegro using vcpkg: git clone https://github.com/Microsoft/vcpkg cd vcpkg bootstrap-vcpkg.bat -vcpkg install allegro5 --triplet=x86-windows ; for win32 -vcpkg install allegro5 --triplet=x64-windows ; for win64 -vcpkg integrate install ; register include / libs in Visual Studio +vcpkg install allegro5 --triplet=x86-windows ; for win32 +vcpkg install allegro5 --triplet=x64-windows ; for win64 +vcpkg integrate install ; register include / libs in Visual Studio ``` Build: diff --git a/third_party/imgui/examples/example_allegro5/main.cpp b/third_party/imgui/examples/example_allegro5/main.cpp index 3ca061cc69..08b809e350 100644 --- a/third_party/imgui/examples/example_allegro5/main.cpp +++ b/third_party/imgui/examples/example_allegro5/main.cpp @@ -28,7 +28,7 @@ int main(int, char**) al_install_mouse(); al_init_primitives_addon(); al_set_new_display_flags(ALLEGRO_RESIZABLE); - ALLEGRO_DISPLAY* display = al_create_display(1280, 720); + ALLEGRO_DISPLAY* display = al_create_display(1280, 800); al_set_window_title(display, "Dear ImGui Allegro 5 example"); ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); al_register_event_source(queue, al_get_display_event_source(display)); @@ -52,16 +52,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); bool show_demo_window = true; diff --git a/third_party/imgui/examples/example_android_opengl3/android/.gitignore b/third_party/imgui/examples/example_android_opengl3/android/.gitignore index 3c7a61910b..41afcd57c9 100644 --- a/third_party/imgui/examples/example_android_opengl3/android/.gitignore +++ b/third_party/imgui/examples/example_android_opengl3/android/.gitignore @@ -1,12 +1,14 @@ -.cxx -.externalNativeBuild build/ *.iml - -.idea .gradle +.idea +.DS_Store +/captures +.externalNativeBuild +.cxx local.properties # Android Studio puts a Gradle wrapper here, that we don't want: gradle/ +!gradle/libs.versions.toml gradlew* diff --git a/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle b/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle index 53181baa21..e142f1917c 100644 --- a/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle +++ b/third_party/imgui/examples/example_android_opengl3/android/app/build.gradle @@ -1,16 +1,16 @@ -apply plugin: 'com.android.application' -apply plugin: 'kotlin-android' +plugins { + alias(libs.plugins.android.application) + alias(libs.plugins.kotlin.android) +} android { - compileSdkVersion 33 - buildToolsVersion "33.0.2" - ndkVersion "25.2.9519653" + namespace 'imgui.example.android' + compileSdk 36 defaultConfig { applicationId "imgui.example.android" - namespace "imgui.example.android" - minSdkVersion 24 - targetSdkVersion 33 + minSdk 24 + targetSdk 36 versionCode 1 versionName "1.0" } @@ -21,26 +21,17 @@ android { proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') } } - compileOptions { sourceCompatibility JavaVersion.VERSION_11 targetCompatibility JavaVersion.VERSION_11 } - kotlinOptions { - jvmTarget="11" + jvmTarget = '11' } - externalNativeBuild { cmake { - path "../../CMakeLists.txt" + path file('../../CMakeLists.txt') version '3.22.1' } } } -repositories { - mavenCentral() -} -dependencies { - implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" -} diff --git a/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml index a87b95b4f8..6410b5a13f 100644 --- a/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml +++ b/third_party/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -1,5 +1,6 @@ - + + android:exported="true"> diff --git a/third_party/imgui/examples/example_android_opengl3/android/build.gradle b/third_party/imgui/examples/example_android_opengl3/android/build.gradle index ccd218524c..7f09f7c5a9 100644 --- a/third_party/imgui/examples/example_android_opengl3/android/build.gradle +++ b/third_party/imgui/examples/example_android_opengl3/android/build.gradle @@ -1,24 +1,5 @@ -buildscript { - ext.kotlin_version = '1.8.0' - repositories { - google() - mavenCentral() - - } - dependencies { - classpath 'com.android.tools.build:gradle:7.4.1' - classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" - - } -} - -allprojects { - repositories { - google() - mavenCentral() - } -} - -task clean(type: Delete) { - delete rootProject.buildDir +// Top-level build file where you can add configuration options common to all sub-projects/modules. +plugins { + alias(libs.plugins.android.application) apply false + alias(libs.plugins.kotlin.android) apply false } diff --git a/third_party/imgui/examples/example_android_opengl3/android/settings.gradle b/third_party/imgui/examples/example_android_opengl3/android/settings.gradle index e7b4def49c..38b6dc390b 100644 --- a/third_party/imgui/examples/example_android_opengl3/android/settings.gradle +++ b/third_party/imgui/examples/example_android_opengl3/android/settings.gradle @@ -1 +1,22 @@ +pluginManagement { + repositories { + google { + content { + includeGroupByRegex("com\\.android.*") + includeGroupByRegex("com\\.google.*") + includeGroupByRegex("androidx.*") + } + } + mavenCentral() + gradlePluginPortal() + } +} +dependencyResolutionManagement { + repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS) + repositories { + google() + mavenCentral() + } +} + include ':app' diff --git a/third_party/imgui/examples/example_android_opengl3/main.cpp b/third_party/imgui/examples/example_android_opengl3/main.cpp index e0ad5f9360..568d6f02bb 100644 --- a/third_party/imgui/examples/example_android_opengl3/main.cpp +++ b/third_party/imgui/examples/example_android_opengl3/main.cpp @@ -68,7 +68,7 @@ void android_main(struct android_app* app) struct android_poll_source* out_data; // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. - while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0) + while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0) { // Process one event if (out_data != nullptr) @@ -154,8 +154,7 @@ void Init(struct android_app* app) // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. @@ -181,7 +180,7 @@ void Init(struct android_app* app) //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); //IM_ASSERT(font != nullptr); //font_data_size = GetAssetData("ArialUni.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f); //IM_ASSERT(font != nullptr); // Arbitrary scale-up diff --git a/third_party/imgui/examples/example_apple_metal/Makefile b/third_party/imgui/examples/example_apple_metal/Makefile new file mode 100644 index 0000000000..9412c9b533 --- /dev/null +++ b/third_party/imgui/examples/example_apple_metal/Makefile @@ -0,0 +1,21 @@ +# Makefile for example_apple_metal, for macOS only (**not iOS**) +CXX = clang++ +EXE = example_apple_metal +IMGUI_DIR = ../../ +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_metal.mm + +CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +FRAMEWORKS = -framework AppKit -framework Metal -framework MetalKit -framework QuartzCore -framework GameController + +all: $(EXE) + +$(EXE): $(SOURCES) + $(CXX) $(CXXFLAGS) $^ $(FRAMEWORKS) -o $@ + +run: all + ./$(EXE) + +clean: + rm -f $(EXE) *.o diff --git a/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj index 4bb4fc2887..bf3c80d6e9 100644 --- a/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj +++ b/third_party/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj @@ -3,7 +3,7 @@ archiveVersion = 1; classes = { }; - objectVersion = 48; + objectVersion = 54; objects = { /* Begin PBXBuildFile section */ @@ -209,7 +209,8 @@ 8307E7B620E9F9C700473790 /* Project object */ = { isa = PBXProject; attributes = { - LastUpgradeCheck = 1200; + BuildIndependentTargetsInParallel = YES; + LastUpgradeCheck = 1530; ORGANIZATIONNAME = "Warren Moore"; TargetAttributes = { 8307E7C320E9F9C900473790 = { @@ -268,9 +269,9 @@ 8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */, 83BBEA0920EB54E700295997 /* imgui.cpp in Sources */, 83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */, - 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */, + 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */, 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */, - 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */, + 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */, 8309BDA5253CCC070045E2A1 /* main.mm in Sources */, ); runOnlyForDeploymentPostprocessing = 0; @@ -281,10 +282,10 @@ files = ( 8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */, 8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */, - 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */, - 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */, - 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */, - 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */, + 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */, + 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */, + 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */, + 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */, 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */, 8309BDA8253CCC080045E2A1 /* main.mm in Sources */, ); @@ -327,9 +328,11 @@ CLANG_WARN_UNREACHABLE_CODE = YES; CLANG_WARN__DUPLICATE_METHOD_MATCH = YES; COPY_PHASE_STRIP = NO; + DEAD_CODE_STRIPPING = YES; DEBUG_INFORMATION_FORMAT = dwarf; ENABLE_STRICT_OBJC_MSGSEND = YES; ENABLE_TESTABILITY = YES; + ENABLE_USER_SCRIPT_SANDBOXING = YES; GCC_C_LANGUAGE_STANDARD = gnu11; GCC_DYNAMIC_NO_PIC = NO; GCC_NO_COMMON_BLOCKS = YES; @@ -383,9 +386,11 @@ CLANG_WARN_UNREACHABLE_CODE = YES; CLANG_WARN__DUPLICATE_METHOD_MATCH = YES; COPY_PHASE_STRIP = NO; + DEAD_CODE_STRIPPING = YES; DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym"; ENABLE_NS_ASSERTIONS = NO; ENABLE_STRICT_OBJC_MSGSEND = YES; + ENABLE_USER_SCRIPT_SANDBOXING = YES; GCC_C_LANGUAGE_STANDARD = gnu11; GCC_NO_COMMON_BLOCKS = YES; GCC_WARN_64_TO_32_BIT_CONVERSION = YES; @@ -405,8 +410,11 @@ CODE_SIGN_STYLE = Automatic; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist"; - IPHONEOS_DEPLOYMENT_TARGET = 10.0; - LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks"; + IPHONEOS_DEPLOYMENT_TARGET = 12.0; + LD_RUNPATH_SEARCH_PATHS = ( + "$(inherited)", + "@executable_path/Frameworks", + ); PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios"; PRODUCT_NAME = example_apple_metal; SDKROOT = iphoneos; @@ -422,8 +430,11 @@ CODE_SIGN_STYLE = Automatic; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist"; - IPHONEOS_DEPLOYMENT_TARGET = 10.0; - LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks"; + IPHONEOS_DEPLOYMENT_TARGET = 12.0; + LD_RUNPATH_SEARCH_PATHS = ( + "$(inherited)", + "@executable_path/Frameworks", + ); PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios"; PRODUCT_NAME = example_apple_metal; SDKROOT = iphoneos; @@ -439,10 +450,14 @@ CODE_SIGN_IDENTITY = "-"; CODE_SIGN_STYLE = Automatic; COMBINE_HIDPI_IMAGES = YES; + DEAD_CODE_STRIPPING = YES; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist"; - LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks"; - MACOSX_DEPLOYMENT_TARGET = 10.12; + LD_RUNPATH_SEARCH_PATHS = ( + "$(inherited)", + "@executable_path/../Frameworks", + ); + MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)"; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos"; PRODUCT_NAME = example_apple_metal; SDKROOT = macosx; @@ -456,10 +471,14 @@ CODE_SIGN_IDENTITY = "-"; CODE_SIGN_STYLE = Automatic; COMBINE_HIDPI_IMAGES = YES; + DEAD_CODE_STRIPPING = YES; DEVELOPMENT_TEAM = ""; INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist"; - LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks"; - MACOSX_DEPLOYMENT_TARGET = 10.12; + LD_RUNPATH_SEARCH_PATHS = ( + "$(inherited)", + "@executable_path/../Frameworks", + ); + MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)"; PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos"; PRODUCT_NAME = example_apple_metal; SDKROOT = macosx; diff --git a/third_party/imgui/examples/example_apple_metal/main.mm b/third_party/imgui/examples/example_apple_metal/main.mm index 109ef6153c..4904973ac1 100644 --- a/third_party/imgui/examples/example_apple_metal/main.mm +++ b/third_party/imgui/examples/example_apple_metal/main.mm @@ -72,16 +72,16 @@ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); return self; @@ -94,7 +94,7 @@ -(void)loadView { - self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; + self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)]; } -(void)viewDidLoad @@ -129,7 +129,7 @@ if (renderPassDescriptor == nil) { [commandBuffer commit]; - return; + return; } // Start the Dear ImGui frame @@ -192,7 +192,7 @@ [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; - // Present + // Present [commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer commit]; } @@ -319,9 +319,20 @@ #if TARGET_OS_OSX -int main(int argc, const char * argv[]) +int main(int, const char**) { - return NSApplicationMain(argc, argv); + @autoreleasepool + { + [NSApplication sharedApplication]; + [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular]; + + AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window + [NSApp setDelegate:appDelegate]; + + [NSApp activateIgnoringOtherApps:YES]; + [NSApp run]; + } + return 0; } #else diff --git a/third_party/imgui/examples/example_apple_opengl2/Makefile b/third_party/imgui/examples/example_apple_opengl2/Makefile new file mode 100644 index 0000000000..4ad5fa6924 --- /dev/null +++ b/third_party/imgui/examples/example_apple_opengl2/Makefile @@ -0,0 +1,21 @@ +# Makefile for example_apple_metal, for macOS only (**not iOS**) +CXX = clang++ +EXE = example_apple_opengl2 +IMGUI_DIR = ../../ +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp + +CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +FRAMEWORKS = -framework Cocoa -framework OpenGL -framework GameController + +all: $(EXE) + +$(EXE): $(SOURCES) + $(CXX) $(CXXFLAGS) $(SOURCES) -o $(EXE) $(FRAMEWORKS) + +run: all + ./$(EXE) + +clean: + rm -f $(EXE) *.o diff --git a/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj index a168373d49..9770e4396c 100644 --- a/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj +++ b/third_party/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -289,7 +289,7 @@ isa = XCBuildConfiguration; buildSettings = { CODE_SIGN_STYLE = Automatic; - MACOSX_DEPLOYMENT_TARGET = 10.12; + MACOSX_DEPLOYMENT_TARGET = 10.13; PRODUCT_NAME = "$(TARGET_NAME)"; USER_HEADER_SEARCH_PATHS = ../..; }; @@ -299,7 +299,7 @@ isa = XCBuildConfiguration; buildSettings = { CODE_SIGN_STYLE = Automatic; - MACOSX_DEPLOYMENT_TARGET = 10.12; + MACOSX_DEPLOYMENT_TARGET = 10.13; PRODUCT_NAME = "$(TARGET_NAME)"; USER_HEADER_SEARCH_PATHS = ../..; }; diff --git a/third_party/imgui/examples/example_apple_opengl2/main.mm b/third_party/imgui/examples/example_apple_opengl2/main.mm index 815c0f72e1..d7aa7eb5b8 100644 --- a/third_party/imgui/examples/example_apple_opengl2/main.mm +++ b/third_party/imgui/examples/example_apple_opengl2/main.mm @@ -60,16 +60,16 @@ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); } @@ -171,7 +171,7 @@ if (_window != nil) return (_window); - NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); + NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0); _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; diff --git a/third_party/imgui/examples/example_glfw_metal/main.mm b/third_party/imgui/examples/example_glfw_metal/main.mm index e9bc63acb1..cc86d655c2 100644 --- a/third_party/imgui/examples/example_glfw_metal/main.mm +++ b/third_party/imgui/examples/example_glfw_metal/main.mm @@ -27,44 +27,33 @@ static void glfw_error_callback(int error, const char* description) int main(int, char**) { - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - - // Setup style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsLight(); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != nullptr); - - // Setup window glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; // Create window with graphics context + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr); + GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr); if (window == nullptr) 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 + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + id device = MTLCreateSystemDefaultDevice(); id commandQueue = [device newCommandQueue]; @@ -72,6 +61,22 @@ int main(int, char**) ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplMetal_Init(device); + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + NSWindow *nswin = glfwGetCocoaWindow(window); CAMetalLayer *layer = [CAMetalLayer layer]; layer.device = device; diff --git a/third_party/imgui/examples/example_glfw_opengl2/main.cpp b/third_party/imgui/examples/example_glfw_opengl2/main.cpp index 5e47b00084..4c19ffcc38 100644 --- a/third_party/imgui/examples/example_glfw_opengl2/main.cpp +++ b/third_party/imgui/examples/example_glfw_opengl2/main.cpp @@ -40,7 +40,8 @@ int main(int, char**) return 1; // Create window with graphics context - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only + GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); if (window == nullptr) return 1; glfwMakeContextCurrent(window); @@ -57,6 +58,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL2_Init(); @@ -65,16 +71,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -91,6 +97,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten index bd972abffc..8d2f6e7bd8 100644 --- a/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten +++ b/third_party/imgui/examples/example_glfw_opengl3/Makefile.emscripten @@ -32,8 +32,12 @@ EMS = ##--------------------------------------------------------------------- # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) -EMS += -s DISABLE_EXCEPTION_CATCHING=1 -LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 +# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of ('-s USE_GLFW=3' in LDFLAGS) to get a better support for High DPI displays. +EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) #EMS += -s BINARYEN_TRAP_MODE=clamp diff --git a/third_party/imgui/examples/example_glfw_opengl3/main.cpp b/third_party/imgui/examples/example_glfw_opengl3/main.cpp index 4438fa5bb6..6dfeacb963 100644 --- a/third_party/imgui/examples/example_glfw_opengl3/main.cpp +++ b/third_party/imgui/examples/example_glfw_opengl3/main.cpp @@ -43,11 +43,17 @@ int main(int, char**) // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); #elif defined(__APPLE__) // GL 3.2 + GLSL 150 const char* glsl_version = "#version 150"; @@ -65,7 +71,8 @@ int main(int, char**) #endif // Create window with graphics context - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only + GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); if (window == nullptr) return 1; glfwMakeContextCurrent(window); @@ -82,10 +89,15 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ - ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplOpenGL3_Init(glsl_version); @@ -93,17 +105,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -127,6 +139,11 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt index a6e5bf910f..75475dbae8 100644 --- a/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt +++ b/third_party/imgui/examples/example_glfw_vulkan/CMakeLists.txt @@ -15,7 +15,9 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # GLFW -set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +if(NOT GLFW_DIR) + set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +endif() option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) @@ -42,4 +44,4 @@ file(GLOB sources *.cpp) add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp) target_link_libraries(example_glfw_vulkan ${LIBRARIES}) -target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64) + diff --git a/third_party/imgui/examples/example_glfw_vulkan/Makefile b/third_party/imgui/examples/example_glfw_vulkan/Makefile new file mode 100644 index 0000000000..1a84082d1e --- /dev/null +++ b/third_party/imgui/examples/example_glfw_vulkan/Makefile @@ -0,0 +1,83 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_vulkan +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3 vulkan` + + CXXFLAGS += `pkg-config --cflags glfw3 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += `pkg-config --libs glfw3 vulkan` + LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib + #LIBS += -lglfw3 + + LIBS += `pkg-config --cflags glfw3 vulkan` + CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 + LIBS += `pkg-config --libs glfw3 vulkan` + + CXXFLAGS += `pkg-config --cflags glfw3 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat b/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat index be92398162..bb54a4210d 100644 --- a/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat +++ b/third_party/imgui/examples/example_glfw_vulkan/build_win32.bat @@ -7,8 +7,8 @@ @set OUT_DIR=Debug mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% @set OUT_DIR=Release mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat b/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat index c60b027893..ca9b788d8e 100644 --- a/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat +++ b/third_party/imgui/examples/example_glfw_vulkan/build_win64.bat @@ -1,13 +1,14 @@ -@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler. +@set OUT_EXE=example_glfw_vulkan @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib @set OUT_DIR=Debug mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% @set OUT_DIR=Release mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj index d0d1c5f88d..a81d328df9 100644 --- a/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj +++ b/third_party/imgui/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj @@ -91,7 +91,7 @@ Level4 Disabled ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -107,7 +107,7 @@ Level4 Disabled ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -126,7 +126,7 @@ true ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) false - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -148,7 +148,7 @@ true ..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories) false - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) diff --git a/third_party/imgui/examples/example_glfw_vulkan/main.cpp b/third_party/imgui/examples/example_glfw_vulkan/main.cpp index e1f099e3d3..ef307a0b3d 100644 --- a/third_party/imgui/examples/example_glfw_vulkan/main.cpp +++ b/third_party/imgui/examples/example_glfw_vulkan/main.cpp @@ -38,6 +38,7 @@ //#define APP_USE_UNLIMITED_FRAME_RATE #ifdef _DEBUG #define APP_USE_VULKAN_DEBUG_REPORT +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; #endif // Data @@ -47,12 +48,11 @@ static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; static VkDevice g_Device = VK_NULL_HANDLE; static uint32_t g_QueueFamily = (uint32_t)-1; static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static ImGui_ImplVulkanH_Window g_MainWindowData; -static int g_MinImageCount = 2; +static uint32_t g_MinImageCount = 2; static bool g_SwapChainRebuild = false; static void glfw_error_callback(int error, const char* description) @@ -61,7 +61,7 @@ static void glfw_error_callback(int error, const char* description) } static void check_vk_result(VkResult err) { - if (err == 0) + if (err == VK_SUCCESS) return; fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); if (err < 0) @@ -85,35 +85,6 @@ static bool IsExtensionAvailable(const ImVector& properti return false; } -static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() -{ - uint32_t gpu_count; - VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); - check_vk_result(err); - IM_ASSERT(gpu_count > 0); - - ImVector gpus; - gpus.resize(gpu_count); - err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); - check_vk_result(err); - - // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers - // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple - // dedicated GPUs) is out of scope of this sample. - for (VkPhysicalDevice& device : gpus) - { - VkPhysicalDeviceProperties properties; - vkGetPhysicalDeviceProperties(device, &properties); - if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) - return device; - } - - // Use first GPU (Integrated) is a Discrete one is not available. - if (gpu_count > 0) - return gpus[0]; - return VK_NULL_HANDLE; -} - static void SetupVulkan(ImVector instance_extensions) { VkResult err; @@ -177,23 +148,12 @@ static void SetupVulkan(ImVector instance_extensions) } // Select Physical Device (GPU) - g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance); + IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE); // Select graphics queue family - { - uint32_t count; - vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); - VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); - vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); - for (uint32_t i = 0; i < count; i++) - if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) - { - g_QueueFamily = i; - break; - } - free(queues); - IM_ASSERT(g_QueueFamily != (uint32_t)-1); - } + g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); // Create Logical Device (with 1 queue) { @@ -229,17 +189,18 @@ static void SetupVulkan(ImVector instance_extensions) } // Create Descriptor Pool - // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) - // If you wish to load e.g. additional textures you may need to alter pools sizes. + // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets. { VkDescriptorPoolSize pool_sizes[] = { - { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE }, }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; - pool_info.maxSets = 1; + pool_info.maxSets = 0; + for (VkDescriptorPoolSize& pool_size : pool_sizes) + pool_info.maxSets += pool_size.descriptorCount; pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.pPoolSizes = pool_sizes; err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); @@ -278,7 +239,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface // Create SwapChain, RenderPass, Framebuffer, etc. IM_ASSERT(g_MinImageCount >= 2); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0); } static void CleanupVulkan() @@ -302,17 +263,15 @@ static void CleanupVulkanWindow() static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) { - VkResult err; - VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) - { g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) return; - } - check_vk_result(err); + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; { @@ -381,11 +340,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) info.pImageIndices = &wd->FrameIndex; VkResult err = vkQueuePresentKHR(g_Queue, &info); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) - { g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) return; - } - check_vk_result(err); + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores } @@ -398,7 +357,8 @@ int main(int, char**) // Create window with Vulkan context glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only + GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); if (!glfwVulkanSupported()) { printf("GLFW: Vulkan Not Supported\n"); @@ -434,9 +394,15 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForVulkan(window, true); ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -444,12 +410,12 @@ int main(int, char**) init_info.Queue = g_Queue; init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; - init_info.RenderPass = wd->RenderPass; - init_info.Subpass = 0; init_info.MinImageCount = g_MinImageCount; init_info.ImageCount = wd->ImageCount; - init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.Allocator = g_Allocator; + init_info.PipelineInfoMain.RenderPass = wd->RenderPass; + init_info.PipelineInfoMain.Subpass = 0; + init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info); @@ -457,16 +423,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -490,10 +456,15 @@ int main(int, char**) if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) { ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0); g_MainWindowData.FrameIndex = 0; g_SwapChainRebuild = false; } + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); diff --git a/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt b/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt index e682836ddb..11248df26b 100644 --- a/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt +++ b/third_party/imgui/examples/example_glfw_wgpu/CMakeLists.txt @@ -6,18 +6,30 @@ # * build/Debug/example_glfw_wgpu[.exe] # * build/example_glfw_wgpu[.exe] +# 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/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 # 2. Install Ninja build system # 3. emcmake cmake -G Ninja -B build +# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md # 3. cmake --build build # 4. emrun build/index.html -cmake_minimum_required(VERSION 3.10.2) +cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22 project(imgui_example_glfw_wgpu C CXX) +set(IMGUI_EXECUTABLE example_glfw_wgpu) + if(NOT CMAKE_BUILD_TYPE) - set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) endif() set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 @@ -25,76 +37,179 @@ set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 # Dear ImGui set(IMGUI_DIR ../../) -# Libraries +set(IMGUI_EXAMPLE_SOURCE_FILES + # Example code + main.cpp + # Dear ImGui Backend files + ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp + ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp + # Dear ImGui files + ${IMGUI_DIR}/imgui.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp +) + if(EMSCRIPTEN) - set(LIBRARIES glfw) - add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) + if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version + if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10") + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10") + else() + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation") + endif() + else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version + if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8) + message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10") + endif() + endif() + + if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57") + set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)") + else() # cannot use contrib.glfw3 prior to 3.1.57 + set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE) + endif() + + set(LIBRARIES glfw) + add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) +else() # Native/Desktop build + # 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) # 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 + set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") + set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa") + endif() + + find_package(glfw3 REQUIRED) + + 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) + message("Dawn Installation has been found!") + set(LIBRARIES dawn::webgpu_dawn glfw ${OS_LIBRARIES}) + else() + set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") + + option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) + set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.") + + option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3 + + # Dawn builds many things by default - disable things we don't need + option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) + option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) + option(TINT_BUILD_DOCS "Build documentation" OFF) + option(TINT_BUILD_TESTS "Build tests" OFF) + if(NOT APPLE) + option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) + endif() + if(WIN32) + option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON) + option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) + option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) + option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) + option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) + option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON) + option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) + endif() + # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time + # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF) + if(LINUX) + if($ENV{XDG_SESSION_TYPE} MATCHES wayland) + option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON) + endif() + endif() + + add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) + + set(LIBRARIES webgpu_dawn glfw) + endif() + 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) + set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject) + elseif(UNIX AND NOT APPLE) + set(OS_LIBRARIES "-lm -ldl") + endif() + + set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES}) + endif() +endif() + +add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES}) + +target_include_directories(${IMGUI_EXECUTABLE} PUBLIC + ${IMGUI_DIR} + ${IMGUI_DIR}/backends +) + +target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_GLFW_WGPU") + +# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES +if (MSVC) + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4 else() - # Dawn wgpu desktop - set(DAWN_FETCH_DEPENDENCIES ON) - set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") - if (NOT IMGUI_DAWN_DIR) - message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR") - endif() - - option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) - - # Dawn builds many things by default - disable things we don't need - option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) - option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) - option(TINT_BUILD_DOCS "Build documentation" OFF) - option(TINT_BUILD_TESTS "Build tests" OFF) - if (NOT APPLE) - option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) - endif() - if(WIN32) - option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) - option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) - option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) - option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) - option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF) - option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) - endif() - - add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) - - set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw) + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic endif() -add_executable(example_glfw_wgpu - main.cpp - # backend files - ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp - ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp - # Dear ImGui files - ${IMGUI_DIR}/imgui.cpp - ${IMGUI_DIR}/imgui_draw.cpp - ${IMGUI_DIR}/imgui_demo.cpp - ${IMGUI_DIR}/imgui_tables.cpp - ${IMGUI_DIR}/imgui_widgets.cpp -) -target_include_directories(example_glfw_wgpu PUBLIC - ${IMGUI_DIR} - ${IMGUI_DIR}/backends -) +# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to: +# EMSCRIPTEN: by used FLAG +# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined +# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined +# NATIVE: by used SDK installation directory +# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined +# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined -target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES}) +if(NOT EMSCRIPTEN) # WegGPU-Native settings + # Set IMGUI_IMPL_WEBGPU_BACKEND_XXXX based on the SDK (directory) used + if(IMGUI_DAWN_DIR) + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + if(NOT Dawn_FOUND) + target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp) + endif() + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include) + endif() + target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES}) -# Emscripten settings -if(EMSCRIPTEN) - target_link_options(example_glfw_wgpu PRIVATE - "-sUSE_WEBGPU=1" - "-sUSE_GLFW=3" - "-sWASM=1" - "-sALLOW_MEMORY_GROWTH=1" - "-sNO_EXIT_RUNTIME=0" - "-sASSERTIONS=1" - "-sDISABLE_EXCEPTION_CATCHING=1" - "-sNO_FILESYSTEM=1" - ) - set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index") - # copy our custom index.html to build directory - add_custom_command(TARGET example_glfw_wgpu POST_BUILD - COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $ - ) +else() # Emscripten settings + set(CMAKE_EXECUTABLE_SUFFIX ".html") + + if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3") + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}") + endif() + message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation") + + if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}") + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + endif() + message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation") + + target_link_options(${IMGUI_EXECUTABLE} PRIVATE + "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" + "${IMGUI_EMSCRIPTEN_GLFW3}" + "-sWASM=1" + "-sASYNCIFY=1" + "-sALLOW_MEMORY_GROWTH=1" + "-sNO_EXIT_RUNTIME=0" + "-sASSERTIONS=1" + "-sDISABLE_EXCEPTION_CATCHING=1" + "-sNO_FILESYSTEM=1" + "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html" + ) + set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index") endif() diff --git a/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten b/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten index 5c79f0c77d..8fee2fc7c9 100644 --- a/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten +++ b/third_party/imgui/examples/example_glfw_wgpu/Makefile.emscripten @@ -6,8 +6,8 @@ # This Makefile assumes you have loaded emscripten's environment. # (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) # -# Running `make` will produce three files: -# - web/index.html (current stored in the repository) +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html # - web/index.js # - web/index.wasm # @@ -16,7 +16,7 @@ CC = emcc CXX = em++ WEB_DIR = web -EXE = $(WEB_DIR)/index.js +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 $(IMGUI_DIR)/imgui_widgets.cpp @@ -32,9 +32,24 @@ EMS = ##--------------------------------------------------------------------- # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) -EMS += -s DISABLE_EXCEPTION_CATCHING=1 -LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1 -LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 +# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays. +EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3 +LDFLAGS += -s WASM=1 +LDFLAGS += -s ALLOW_MEMORY_GROWTH=1 +LDFLAGS += -s ASYNCIFY=1 +LDFLAGS += -s NO_EXIT_RUNTIME=0 +LDFLAGS += -s ASSERTIONS=1 + +# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10) +#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU +#LDFLAGS += -s USE_WEBGPU=1 + +# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10) +EMS += --use-port=emdawnwebgpu +LDFLAGS += --use-port=emdawnwebgpu + +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE # Emscripten allows preloading a file or folder to be accessible at runtime. # The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" @@ -56,7 +71,7 @@ endif CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends #CPPFLAGS += -g CPPFLAGS += -Wall -Wformat -Os $(EMS) -#LDFLAGS += --shell-file shell_minimal.html +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html LDFLAGS += $(EMS) ##--------------------------------------------------------------------- diff --git a/third_party/imgui/examples/example_glfw_wgpu/README.md b/third_party/imgui/examples/example_glfw_wgpu/README.md index 399d431ffa..1196472110 100644 --- a/third_party/imgui/examples/example_glfw_wgpu/README.md +++ b/third_party/imgui/examples/example_glfw_wgpu/README.md @@ -1,4 +1,145 @@ -## How to Build +## How to Build + + +--- + +### Using CMake +#### Building for desktop (WebGPU-native) with Google 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/Debug/example_glfw_wgpu[.exe] + * build/example_glfw_wgpu[.exe] + +#### Building for desktop (WebGPU-Native) with WGPU: + 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/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 + 2. Install Ninja build system + 3. `emcmake cmake -G Ninja -B build` + - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below + 4. `cmake --build build` + +#### Sync Emscripten with latest Google Dawn: +If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here: +https://github.com/google/dawn/releases +Unpack it in your preferred folder and to replace the step 3 with: + +3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build` + +**N.B.** +For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes + + +--- + +### CMake by step + +#### Generate Dawn Native: + +- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + +#### Generate WGPU Native: + +- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir` + + - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten: + +- `emcmake cmake -G Ninja -B where_to_build_dir`\ +CMake checks the EMSCRIPEN version then: + - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10 +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg) +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:* + - https://github.com/google/dawn/releases + +#### Build time + +Once the procedure for the specific builder is generated, the build command is **always the same**: + +- Build using CMake + - `cmake --build where_to_build_dir` + - It will use selected builder to build the example. + +- Build explicitly: + - `cd where_to_build_dir` + - `ninja` + - This is the builder chosen during the generation phase + +--- + +### CMake useful options +#### Generator types (alternative to **ninja** bulder): +- `-G Ninja` to build with __ninja__ builder +- `-G "Unix Makefiles"` to build with __make__ builder +- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only + - **Native build only** + - Not **officially** supported to build Google Dawn + +Example: +- using **make** instead **ninja**: + - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + +**Syntax is case sensitive and the "" are necessary in case of spaces between words* + +#### Directories +- The directory path can be absolute or relative (starting from the current directory) +- It's necessary to use different `where_to_build_dir` for different CMake generations + + +#### Build type +The default build type is **Debug** +It is possible to use a different build type using: +- `-DCMAKE_BUILD_TYPE=Release` +- `-DCMAKE_BUILD_TYPE=MinSizeRel` +- `-DCMAKE_BUILD_TYPE=RelWithDebInfo` + +Example: +- building **Release**: + - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir ` + +#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager + +Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file. +- e.g. CLang search in path specified from the following environment variables: + - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH + - library files: LIBRARY_PATH + +If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command: +- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake` + +Examples: + +- using **vcpkg** package manager it's necessary adding: + - `-DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake` + +- full cmake command using **vcpkg** package manager: + - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir` + +--- + + +### Using makefile - You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions @@ -10,6 +151,8 @@ - Requires recent Emscripten as WGPU is still a work-in-progress API. +--- + ## How to Run To run on a local machine: diff --git a/third_party/imgui/examples/example_glfw_wgpu/main.cpp b/third_party/imgui/examples/example_glfw_wgpu/main.cpp index 4e47b8323b..ad64ef4035 100644 --- a/third_party/imgui/examples/example_glfw_wgpu/main.cpp +++ b/third_party/imgui/examples/example_glfw_wgpu/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for using GLFW + WebGPU +// Dear ImGui: standalone example application for GLFW + WebGPU // - Emscripten is supported for publishing on web. See https://emscripten.org. // - Dawn is used as a WebGPU implementation on desktop. @@ -12,54 +12,47 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_wgpu.h" #include - -#ifdef __EMSCRIPTEN__ -#include -#include -#include -#else -#include -#endif - +#include #include -#include -#include // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. #ifdef __EMSCRIPTEN__ +#include +#include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include +#endif #include "../libs/emscripten/emscripten_mainloop_stub.h" #endif -// Global WebGPU required states -static WGPUInstance wgpu_instance = nullptr; -static WGPUDevice wgpu_device = nullptr; -static WGPUSurface wgpu_surface = nullptr; -static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; -static WGPUSwapChain wgpu_swap_chain = nullptr; -static int wgpu_swap_chain_width = 1280; -static int wgpu_swap_chain_height = 720; +#include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#include +#endif + +// Data +static WGPUInstance wgpu_instance = nullptr; +static WGPUDevice wgpu_device = nullptr; +static WGPUSurface wgpu_surface = nullptr; +static WGPUQueue wgpu_queue = nullptr; +static WGPUSurfaceConfiguration wgpu_surface_configuration = {}; +static int wgpu_surface_width = 1280; +static int wgpu_surface_height = 800; // Forward declarations -static bool InitWGPU(GLFWwindow* window); -static void CreateSwapChain(int width, int height); +static bool InitWGPU(GLFWwindow* window); +static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window); static void glfw_error_callback(int error, const char* description) { printf("GLFW Error %d: %s\n", error, description); } -static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) +static void ResizeSurface(int width, int height) { - const char* error_type_lbl = ""; - switch (error_type) - { - case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; - case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; - case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; - case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; - default: error_type_lbl = "Unknown"; - } - printf("%s error: %s\n", error_type_lbl, message); + wgpu_surface_configuration.width = wgpu_surface_width = width; + wgpu_surface_configuration.height = wgpu_surface_height = height; + wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration); } // Main code @@ -72,19 +65,23 @@ int main(int, char**) // Make sure GLFW does not initialize any graphics context. // This needs to be done explicitly later. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); - GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); + + // Create window + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only + 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; // Initialize the WebGPU environment if (!InitWGPU(window)) { - if (window) - glfwDestroyWindow(window); + glfwDestroyWindow(window); glfwTerminate(); return 1; } - CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height); + glfwShowWindow(window); // Setup Dear ImGui context @@ -98,15 +95,20 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOther(window, true); #ifdef __EMSCRIPTEN__ - ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplWGPU_InitInfo init_info; init_info.Device = wgpu_device; init_info.NumFramesInFlight = 3; - init_info.RenderTargetFormat = wgpu_preferred_fmt; + init_info.RenderTargetFormat = wgpu_surface_configuration.format; init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; ImGui_ImplWGPU_Init(&init_info); @@ -114,19 +116,18 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); #ifndef IMGUI_DISABLE_FILE_FUNCTIONS - //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf"); //IM_ASSERT(font != nullptr); #endif @@ -151,15 +152,33 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // React to changes in screen size int width, height; glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); - if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) + if (width != wgpu_surface_width || height != wgpu_surface_height) + ResizeSurface(width, height); + + // Check surface status for error. If texture is not optimal, try to reconfigure the surface. + WGPUSurfaceTexture surface_texture; + wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture); + if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status)) { - ImGui_ImplWGPU_InvalidateDeviceObjects(); - CreateSwapChain(width, height); - ImGui_ImplWGPU_CreateDeviceObjects(); + fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status); + abort(); + } + if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status)) + { + if (surface_texture.texture) + wgpuTextureRelease(surface_texture.texture); + if (width > 0 && height > 0) + ResizeSurface(width, height); + continue; } // Start the Dear ImGui frame @@ -207,17 +226,21 @@ int main(int, char**) // Rendering ImGui::Render(); -#ifndef __EMSCRIPTEN__ - // Tick needs to be called in Dawn to display validation errors - wgpuDeviceTick(wgpu_device); -#endif + WGPUTextureViewDescriptor view_desc = {}; + view_desc.format = wgpu_surface_configuration.format; + view_desc.dimension = WGPUTextureViewDimension_2D ; + view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED; + view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED; + view_desc.aspect = WGPUTextureAspect_All; + + WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc); WGPURenderPassColorAttachment color_attachments = {}; color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; color_attachments.loadOp = WGPULoadOp_Clear; color_attachments.storeOp = WGPUStoreOp_Store; color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); + color_attachments.view = texture_view; WGPURenderPassDescriptor render_pass_desc = {}; render_pass_desc.colorAttachmentCount = 1; @@ -233,14 +256,16 @@ int main(int, char**) WGPUCommandBufferDescriptor cmd_buffer_desc = {}; WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); - WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); - wgpuQueueSubmit(queue, 1, &cmd_buffer); + wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer); #ifndef __EMSCRIPTEN__ - wgpuSwapChainPresent(wgpu_swap_chain); + wgpuSurfacePresent(wgpu_surface); + // Tick needs to be called in Dawn to display validation errors +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpuDeviceTick(wgpu_device); #endif - - wgpuTextureViewRelease(color_attachments.view); +#endif + wgpuTextureViewRelease(texture_view); wgpuRenderPassEncoderRelease(pass); wgpuCommandEncoderRelease(encoder); wgpuCommandBufferRelease(cmd_buffer); @@ -254,92 +279,298 @@ int main(int, char**) ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); + wgpuSurfaceUnconfigure(wgpu_surface); + wgpuSurfaceRelease(wgpu_surface); + wgpuQueueRelease(wgpu_queue); + wgpuDeviceRelease(wgpu_device); + wgpuInstanceRelease(wgpu_instance); + glfwDestroyWindow(window); glfwTerminate(); return 0; } -#ifndef __EMSCRIPTEN__ -static WGPUAdapter RequestAdapter(WGPUInstance instance) +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +static WGPUAdapter RequestAdapter(wgpu::Instance& instance) { - auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) + wgpu::Adapter acquired_adapter; + wgpu::RequestAdapterOptions adapter_options; + auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message) { - if (status == WGPURequestAdapterStatus_Success) - *(WGPUAdapter*)(pUserData) = adapter; - else - printf("Could not get WebGPU adapter: %s\n", message); -}; - WGPUAdapter adapter; - wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter); - return adapter; + if (status != wgpu::RequestAdapterStatus::Success) + { + printf("Failed to get an adapter: %s\n", message.data); + return; + } + acquired_adapter = std::move(adapter); + }; + + // Synchronously (wait until) acquire Adapter + wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) }; + wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX); + IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request"); + return acquired_adapter.MoveToCHandle(); +} + +static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter) +{ + // Set device callback functions + wgpu::DeviceDescriptor device_desc; + device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous, + [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); } + ); + device_desc.SetUncapturedErrorCallback( + [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); } + ); + + wgpu::Device acquired_device; + auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message) + { + if (status != wgpu::RequestDeviceStatus::Success) + { + printf("Failed to get an device: %s\n", message.data); + return; + } + acquired_device = std::move(local_device); + }; + + // Synchronously (wait until) get Device + wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) }; + wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX); + IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request"); + return acquired_device.MoveToCHandle(); +} +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#ifdef __EMSCRIPTEN__ +// Adapter and device initialization via JS +EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (), +{ + if (!navigator.gpu) + throw Error("WebGPU not supported."); + const adapter = await navigator.gpu.requestAdapter(); + const device = await adapter.requestDevice(); + Module.preinitializedWebGPUDevice = device; +} ); +#else // __EMSCRIPTEN__ +static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestAdapterStatus_Success) + { + WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1; + *extAdapter = adapter; + } + else + { + printf("Request_adapter status=%#.8x message=%.*s\n", status, (int) message.length, message.data); + } +} + +static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestDeviceStatus_Success) + { + WGPUDevice* extDevice = (WGPUDevice*)userdata1; + *extDevice = device; + } + else + { + printf("Request_device status=%#.8x message=%.*s\n", status, (int) message.length, message.data); + } +} + +static WGPUAdapter RequestAdapter(WGPUInstance& instance) +{ + WGPURequestAdapterOptions adapter_options = {}; + + WGPUAdapter local_adapter; + WGPURequestAdapterCallbackInfo adapterCallbackInfo = {}; + adapterCallbackInfo.callback = handle_request_adapter; + adapterCallbackInfo.userdata1 = &local_adapter; + + wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo); + IM_ASSERT(local_adapter && "Error on Adapter request"); + return local_adapter; } static WGPUDevice RequestDevice(WGPUAdapter& adapter) { - auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData) - { - if (status == WGPURequestDeviceStatus_Success) - *(WGPUDevice*)(pUserData) = device; - else - printf("Could not get WebGPU device: %s\n", message); - }; - WGPUDevice device; - wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); - return device; + WGPUDevice local_device; + WGPURequestDeviceCallbackInfo deviceCallbackInfo = {}; + deviceCallbackInfo.callback = handle_request_device; + deviceCallbackInfo.userdata1 = &local_device; + wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo); + IM_ASSERT(local_device && "Error on Device request"); + return local_device; } -#endif +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU static bool InitWGPU(GLFWwindow* window) { - wgpu::Instance instance = wgpuCreateInstance(nullptr); + WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities -#ifdef __EMSCRIPTEN__ - wgpu_device = emscripten_webgpu_get_device(); - if (!wgpu_device) - return false; -#else - WGPUAdapter adapter = RequestAdapter(instance.Get()); - if (!adapter) - return false; - wgpu_device = RequestDevice(adapter); -#endif + // Google DAWN backend: Adapter and Device acquisition, Surface creation +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpu::InstanceDescriptor instance_desc = {}; + static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny; + instance_desc.requiredFeatureCount = 1; + instance_desc.requiredFeatures = &timedWaitAny; + wgpu::Instance instance = wgpu::CreateInstance(&instance_desc); + wgpu::Adapter adapter = RequestAdapter(instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get()); + + wgpu_device = RequestDevice(instance, adapter); + + // Create the surface. #ifdef __EMSCRIPTEN__ - wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; - html_surface_desc.selector = "#canvas"; + wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {}; + canvas_desc.selector = "#canvas"; + wgpu::SurfaceDescriptor surface_desc = {}; - surface_desc.nextInChain = &html_surface_desc; - wgpu::Surface surface = instance.CreateSurface(&surface_desc); - - wgpu::Adapter adapter = {}; - wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); + surface_desc.nextInChain = &canvas_desc; + wgpu_surface = instance.CreateSurface(&surface_desc).MoveToCHandle(); #else - wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); - if (!surface) - return false; - wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm; + wgpu_surface = CreateWGPUSurface(instance.Get(), window); #endif + if (!wgpu_surface) + return false; + // Moving Dawn objects into WGPU handles wgpu_instance = instance.MoveToCHandle(); - wgpu_surface = surface.MoveToCHandle(); - wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; + + // WGPU backend: Adapter and Device acquisition, Surface creation +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + wgpu_instance = wgpuCreateInstance(nullptr); + +#ifdef __EMSCRIPTEN__ + getAdapterAndDeviceViaJS(); + + wgpu_device = emscripten_webgpu_get_device(); + IM_ASSERT(wgpu_device != nullptr && "Error creating the Device"); + + WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; + html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector; + html_surface_desc.selector = "#canvas"; + + WGPUSurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &html_surface_desc.chain; + + // Create the surface. + wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc); + preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */); +#else // __EMSCRIPTEN__ + 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); + + WGPUAdapter adapter = RequestAdapter(wgpu_instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter); + + wgpu_device = RequestDevice(adapter); + + // Create the surface. + wgpu_surface = CreateWGPUSurface(wgpu_instance, window); + if (!wgpu_surface) + return false; + + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU + + wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo; + wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto; + wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment; + wgpu_surface_configuration.width = wgpu_surface_width; + wgpu_surface_configuration.height = wgpu_surface_height; + wgpu_surface_configuration.device = wgpu_device; + wgpu_surface_configuration.format = preferred_fmt; + + wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration); + wgpu_queue = wgpuDeviceGetQueue(wgpu_device); return true; } -static void CreateSwapChain(int width, int height) +// GLFW helper to create a WebGPU surface, used only in WGPU-Native. DAWN-Native already has a built-in function +// As of today (2025/10) there is no "official" support in GLFW to create a surface for WebGPU backend +// This stub uses "low level" GLFW calls to acquire information from a specific Window Manager. +// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN. +#ifndef __EMSCRIPTEN__ + +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__) +#define GLFW_HAS_X11_OR_WAYLAND 1 +#else +#define GLFW_HAS_X11_OR_WAYLAND 0 +#endif +#ifdef _WIN32 +#undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window() +#define GLFW_EXPOSE_NATIVE_WIN32 +#endif +#elif defined(__APPLE__) +#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow() +#define GLFW_EXPOSE_NATIVE_COCOA +#endif +#elif GLFW_HAS_X11_OR_WAYLAND +#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.) +#define GLFW_EXPOSE_NATIVE_X11 +#endif +#ifndef GLFW_EXPOSE_NATIVE_WAYLAND +#if defined(__has_include) && __has_include() +#define GLFW_EXPOSE_NATIVE_WAYLAND +#endif +#endif +#endif +#include +#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary. + +WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window) { - if (wgpu_swap_chain) - wgpuSwapChainRelease(wgpu_swap_chain); - wgpu_swap_chain_width = width; - wgpu_swap_chain_height = height; - WGPUSwapChainDescriptor swap_chain_desc = {}; - swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; - swap_chain_desc.format = wgpu_preferred_fmt; - swap_chain_desc.width = width; - swap_chain_desc.height = height; - swap_chain_desc.presentMode = WGPUPresentMode_Fifo; - wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); + ImGui_ImplWGPU_CreateSurfaceInfo create_info = {}; + create_info.Instance = instance; +#if defined(GLFW_EXPOSE_NATIVE_COCOA) + { + create_info.System = "cocoa"; + create_info.RawWindow = (void*)glfwGetCocoaWindow(window); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND) + { + create_info.System = "wayland"; + create_info.RawDisplay = (void*)glfwGetWaylandDisplay(); + create_info.RawSurface = (void*)glfwGetWaylandWindow(window); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(GLFW_EXPOSE_NATIVE_X11) + if (glfwGetPlatform() == GLFW_PLATFORM_X11) + { + create_info.System = "x11"; + create_info.RawWindow = (void*)glfwGetX11Window(window); + create_info.RawDisplay = (void*)glfwGetX11Display(); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(GLFW_EXPOSE_NATIVE_WIN32) + { + create_info.System = "win32"; + create_info.RawWindow = (void*)glfwGetWin32Window(window); + create_info.RawInstance = (void*)::GetModuleHandle(NULL); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#else +#error "Unsupported WebGPU native platform!" +#endif + return nullptr; } +#endif // #ifndef __EMSCRIPTEN__ diff --git a/third_party/imgui/examples/example_glut_opengl2/main.cpp b/third_party/imgui/examples/example_glut_opengl2/main.cpp index 58539ca5f9..72da416f9e 100644 --- a/third_party/imgui/examples/example_glut_opengl2/main.cpp +++ b/third_party/imgui/examples/example_glut_opengl2/main.cpp @@ -48,7 +48,7 @@ int main(int argc, char** argv) glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); #endif glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); - glutInitWindowSize(1280, 720); + glutInitWindowSize(1280, 800); glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); // Setup GLUT display function @@ -83,16 +83,16 @@ int main(int argc, char** argv) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Main loop diff --git a/third_party/imgui/examples/example_null/Makefile b/third_party/imgui/examples/example_null/Makefile index 9ceb353493..4a67cecd85 100644 --- a/third_party/imgui/examples/example_null/Makefile +++ b/third_party/imgui/examples/example_null/Makefile @@ -1,6 +1,6 @@ # # Cross Platform Makefile -# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X # # Important: This is a "null backend" application, with no visible output or interaction! # This is used for testing purpose and continuous integration, and has little use for end-user. diff --git a/third_party/imgui/examples/example_null/example_null.vcxproj b/third_party/imgui/examples/example_null/example_null.vcxproj new file mode 100644 index 0000000000..8ef991f3f2 --- /dev/null +++ b/third_party/imgui/examples/example_null/example_null.vcxproj @@ -0,0 +1,178 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D} + example_win32_directx11 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + /utf-8 %(AdditionalOptions) + + + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%(AdditionalIncludeDirectories); + false + /utf-8 %(AdditionalOptions) + + + true + true + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + Console + + + + + + + + + + + true + true + true + true + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_null/example_null.vcxproj.filters b/third_party/imgui/examples/example_null/example_null.vcxproj.filters new file mode 100644 index 0000000000..6d575a8f57 --- /dev/null +++ b/third_party/imgui/examples/example_null/example_null.vcxproj.filters @@ -0,0 +1,57 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_null/main.cpp b/third_party/imgui/examples/example_null/main.cpp index f7153cc488..eba6756704 100644 --- a/third_party/imgui/examples/example_null/main.cpp +++ b/third_party/imgui/examples/example_null/main.cpp @@ -4,22 +4,26 @@ #include "imgui.h" #include +// For imgui_impl_null: use relative filename + embed implementation directly by including the .cpp file. +// This is to simplify casual building of this example from all sorts of test scripts. +#include "../../backends/imgui_impl_null.h" +#include "../../backends/imgui_impl_null.cpp" + int main(int, char**) { IMGUI_CHECKVERSION(); + ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // Build atlas - unsigned char* tex_pixels = nullptr; - int tex_w, tex_h; - io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + ImGui_ImplNullPlatform_Init(); + ImGui_ImplNullRender_Init(); for (int n = 0; n < 20; n++) { printf("NewFrame() %d\n", n); - io.DisplaySize = ImVec2(1920, 1080); - io.DeltaTime = 1.0f / 60.0f; + ImGui_ImplNullPlatform_NewFrame(); + ImGui_ImplNullRender_NewFrame(); ImGui::NewFrame(); static float f = 0.0f; @@ -32,6 +36,8 @@ int main(int, char**) } printf("DestroyContext()\n"); + ImGui_ImplNullRender_Shutdown(); + ImGui_ImplNullPlatform_Shutdown(); ImGui::DestroyContext(); return 0; } diff --git a/third_party/imgui/examples/example_sdl2_directx11/main.cpp b/third_party/imgui/examples/example_sdl2_directx11/main.cpp index 3275bafde5..c5a315af4f 100644 --- a/third_party/imgui/examples/example_sdl2_directx11/main.cpp +++ b/third_party/imgui/examples/example_sdl2_directx11/main.cpp @@ -33,10 +33,13 @@ int main(int, char**) // Setup SDL // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // From 2.0.18: Enable native IME. @@ -45,12 +48,13 @@ int main(int, char**) #endif // Setup window + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_SysWMinfo wmInfo; @@ -76,6 +80,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForD3D(window); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -84,16 +93,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -126,6 +135,11 @@ int main(int, char**) CreateRenderTarget(); } } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); @@ -196,6 +210,7 @@ int main(int, char**) bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain + // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions. DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; @@ -216,7 +231,10 @@ bool CreateDeviceD3D(HWND hWnd) //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; - if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. + res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res != S_OK) return false; CreateRenderTarget(); diff --git a/third_party/imgui/examples/example_sdl2_metal/main.mm b/third_party/imgui/examples/example_sdl2_metal/main.mm index d54812710c..0f60d771de 100644 --- a/third_party/imgui/examples/example_sdl2_metal/main.mm +++ b/third_party/imgui/examples/example_sdl2_metal/main.mm @@ -33,16 +33,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Setup SDL @@ -51,7 +51,7 @@ int main(int, char**) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. @@ -60,7 +60,7 @@ int main(int, char**) // Enable native IME. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); if (window == nullptr) { printf("Error creating window: %s\n", SDL_GetError()); diff --git a/third_party/imgui/examples/example_sdl2_opengl2/main.cpp b/third_party/imgui/examples/example_sdl2_opengl2/main.cpp index efb28edbc4..327780e209 100644 --- a/third_party/imgui/examples/example_sdl2_opengl2/main.cpp +++ b/third_party/imgui/examples/example_sdl2_opengl2/main.cpp @@ -17,15 +17,21 @@ #include #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // Main code int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // From 2.0.18: Enable native IME. @@ -39,12 +45,13 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_GLContext gl_context = SDL_GL_CreateContext(window); @@ -62,6 +69,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL2_Init(); @@ -70,16 +82,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -105,6 +117,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten index da0348435d..bc06adeb74 100644 --- a/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten +++ b/third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten @@ -36,6 +36,9 @@ EMS += -s USE_SDL=2 EMS += -s DISABLE_EXCEPTION_CATCHING=1 LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE + # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) #EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s SAFE_HEAP=1 ## Adds overhead diff --git a/third_party/imgui/examples/example_sdl2_opengl3/main.cpp b/third_party/imgui/examples/example_sdl2_opengl3/main.cpp index d748c1360b..4a655ac612 100644 --- a/third_party/imgui/examples/example_sdl2_opengl3/main.cpp +++ b/third_party/imgui/examples/example_sdl2_opengl3/main.cpp @@ -17,6 +17,9 @@ #else #include #endif +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. #ifdef __EMSCRIPTEN__ @@ -27,20 +30,30 @@ int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #elif defined(__APPLE__) // GL 3.2 Core + GLSL 150 const char* glsl_version = "#version 150"; @@ -66,15 +79,22 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_GLContext gl_context = SDL_GL_CreateContext(window); + if (gl_context == nullptr) + { + printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); + return 1; + } + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync @@ -89,6 +109,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); @@ -97,17 +122,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -140,6 +165,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp b/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp index 8bb3099205..214f6f4716 100644 --- a/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp @@ -15,6 +15,9 @@ #include "imgui_impl_sdlrenderer2.h" #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif #if !SDL_VERSION_ATLEAST(2,0,17) #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function @@ -24,10 +27,13 @@ int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // From 2.0.18: Enable native IME. @@ -36,18 +42,19 @@ int main(int, char**) #endif // Create window with SDL_Renderer graphics context + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); if (renderer == nullptr) { SDL_Log("Error creating SDL_Renderer!"); - return 0; + return 1; } //SDL_RendererInfo info; //SDL_GetRendererInfo(renderer, &info); @@ -64,6 +71,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); ImGui_ImplSDLRenderer2_Init(renderer); @@ -72,16 +84,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -107,6 +119,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplSDLRenderer2_NewFrame(); diff --git a/third_party/imgui/examples/example_sdl2_vulkan/Makefile b/third_party/imgui/examples/example_sdl2_vulkan/Makefile new file mode 100644 index 0000000000..e722ab0357 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_vulkan/Makefile @@ -0,0 +1,80 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl2_vulkan +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -ldl + LIBS += `pkg-config --libs sdl2 vulkan` + CXXFLAGS += `pkg-config --cflags sdl2 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += `pkg-config --libs sdl2 vulkan` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `pkg-config --cflags sdl2 vulkan` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2 vulkan` + + CXXFLAGS += `pkg-config --cflags sdl2 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat b/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat index 8a4aefc223..f634aba006 100644 --- a/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat +++ b/third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat @@ -7,4 +7,8 @@ @set OUT_DIR=Debug mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl2_vulkan/build_win64.bat b/third_party/imgui/examples/example_sdl2_vulkan/build_win64.bat new file mode 100644 index 0000000000..5d315cca21 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_vulkan/build_win64.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl2_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj index ba6afaf72b..bcf99a46c0 100644 --- a/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj +++ b/third_party/imgui/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj @@ -91,7 +91,7 @@ Level4 Disabled ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -107,7 +107,7 @@ Level4 Disabled ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -126,7 +126,7 @@ true ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) false - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -148,7 +148,7 @@ true ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories) false - ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions) + _MBCS;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -187,4 +187,4 @@ - \ No newline at end of file + diff --git a/third_party/imgui/examples/example_sdl2_vulkan/main.cpp b/third_party/imgui/examples/example_sdl2_vulkan/main.cpp index afcebf1b91..7380edabdc 100644 --- a/third_party/imgui/examples/example_sdl2_vulkan/main.cpp +++ b/third_party/imgui/examples/example_sdl2_vulkan/main.cpp @@ -20,6 +20,9 @@ #include // abort #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // Volk headers #ifdef IMGUI_IMPL_VULKAN_USE_VOLK @@ -30,6 +33,7 @@ //#define APP_USE_UNLIMITED_FRAME_RATE #ifdef _DEBUG #define APP_USE_VULKAN_DEBUG_REPORT +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; #endif // Data @@ -39,7 +43,6 @@ static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; static VkDevice g_Device = VK_NULL_HANDLE; static uint32_t g_QueueFamily = (uint32_t)-1; static VkQueue g_Queue = VK_NULL_HANDLE; -static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; @@ -49,7 +52,7 @@ static bool g_SwapChainRebuild = false; static void check_vk_result(VkResult err) { - if (err == 0) + if (err == VK_SUCCESS) return; fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); if (err < 0) @@ -73,35 +76,6 @@ static bool IsExtensionAvailable(const ImVector& properti return false; } -static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() -{ - uint32_t gpu_count; - VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); - check_vk_result(err); - IM_ASSERT(gpu_count > 0); - - ImVector gpus; - gpus.resize(gpu_count); - err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); - check_vk_result(err); - - // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers - // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple - // dedicated GPUs) is out of scope of this sample. - for (VkPhysicalDevice& device : gpus) - { - VkPhysicalDeviceProperties properties; - vkGetPhysicalDeviceProperties(device, &properties); - if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) - return device; - } - - // Use first GPU (Integrated) is a Discrete one is not available. - if (gpu_count > 0) - return gpus[0]; - return VK_NULL_HANDLE; -} - static void SetupVulkan(ImVector instance_extensions) { VkResult err; @@ -165,23 +139,12 @@ static void SetupVulkan(ImVector instance_extensions) } // Select Physical Device (GPU) - g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance); + IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE); // Select graphics queue family - { - uint32_t count; - vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); - VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); - vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); - for (uint32_t i = 0; i < count; i++) - if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) - { - g_QueueFamily = i; - break; - } - free(queues); - IM_ASSERT(g_QueueFamily != (uint32_t)-1); - } + g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); // Create Logical Device (with 1 queue) { @@ -217,17 +180,18 @@ static void SetupVulkan(ImVector instance_extensions) } // Create Descriptor Pool - // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) - // If you wish to load e.g. additional textures you may need to alter pools sizes. + // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets. { VkDescriptorPoolSize pool_sizes[] = { - { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE }, }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; - pool_info.maxSets = 1; + pool_info.maxSets = 0; + for (VkDescriptorPoolSize& pool_size : pool_sizes) + pool_info.maxSets += pool_size.descriptorCount; pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.pPoolSizes = pool_sizes; err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); @@ -256,7 +220,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); // Select Present Mode -#ifdef APP_UNLIMITED_FRAME_RATE +#ifdef APP_USE_UNLIMITED_FRAME_RATE VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; #else VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; @@ -266,7 +230,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface // Create SwapChain, RenderPass, Framebuffer, etc. IM_ASSERT(g_MinImageCount >= 2); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0); } static void CleanupVulkan() @@ -290,17 +254,15 @@ static void CleanupVulkanWindow() static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) { - VkResult err; - VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; - err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) - { g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) return; - } - check_vk_result(err); + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; { @@ -369,11 +331,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) info.pImageIndices = &wd->FrameIndex; VkResult err = vkQueuePresentKHR(g_Queue, &info); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) - { g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) return; - } - check_vk_result(err); + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores } @@ -381,10 +343,13 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); - return -1; + return 1; } // From 2.0.18: Enable native IME. @@ -393,12 +358,13 @@ int main(int, char**) #endif // Create window with Vulkan graphics context + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } ImVector extensions; @@ -434,9 +400,15 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForVulkan(window); ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -444,12 +416,12 @@ int main(int, char**) init_info.Queue = g_Queue; init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; - init_info.RenderPass = wd->RenderPass; - init_info.Subpass = 0; init_info.MinImageCount = g_MinImageCount; init_info.ImageCount = wd->ImageCount; - init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.Allocator = g_Allocator; + init_info.PipelineInfoMain.RenderPass = wd->RenderPass; + init_info.PipelineInfoMain.Subpass = 0; + init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.CheckVkResultFn = check_vk_result; ImGui_ImplVulkan_Init(&init_info); @@ -457,16 +429,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -492,6 +464,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Resize swap chain? int fb_width, fb_height; @@ -499,7 +476,7 @@ int main(int, char**) if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) { ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0); g_MainWindowData.FrameIndex = 0; g_SwapChainRebuild = false; } diff --git a/third_party/imgui/examples/example_sdl2_wgpu/CMakeLists.txt b/third_party/imgui/examples/example_sdl2_wgpu/CMakeLists.txt new file mode 100644 index 0000000000..c4c3eee861 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_wgpu/CMakeLists.txt @@ -0,0 +1,205 @@ +# 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/Debug/example_sdl2_wgpu[.exe] +# * build/example_sdl2_wgpu[.exe] + +# 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/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 +# 2. Install Ninja build system +# 3. emcmake cmake -G Ninja -B build +# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md +# 3. cmake --build build +# 4. emrun build/index.html + +cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22 +project(imgui_example_sdl2_wgpu C CXX) + +set(IMGUI_EXECUTABLE example_sdl2_wgpu) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 + +# Dear ImGui +set(IMGUI_DIR ../../) + +# ImGui example commons source files +set(IMGUI_EXAMPLE_SOURCE_FILES + main.cpp + # backend files + ${IMGUI_DIR}/backends/imgui_impl_sdl2.cpp + ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp + # Dear ImGui files + ${IMGUI_DIR}/imgui.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp +) + +if(EMSCRIPTEN) + if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version + if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10") + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10") + else() + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation") + endif() + else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version + if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8) + message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10") + endif() + endif() + + add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) +else() # Native/Desktop build + 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) # 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 + set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") + set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa") + endif() + + find_package(SDL2 REQUIRED) # SDL_MAIN_HANDLED + + 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 + if(Dawn_FOUND) + message("Dawn Installation has been found!") + set(LIBRARIES dawn::webgpu_dawn ${OS_LIBRARIES}) + else() + set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") + + option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3 + + option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) + set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.") + + # Dawn builds many things by default - disable things we don't need + option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) + option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) + option(TINT_BUILD_DOCS "Build documentation" OFF) + option(TINT_BUILD_TESTS "Build tests" OFF) + if(NOT APPLE) + option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) + endif() + if(WIN32) + option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON) + option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) + option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) + option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) + option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) + option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON) + option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) + endif() + # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time + # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF) + if(LINUX) + if($ENV{XDG_SESSION_TYPE} MATCHES wayland) + option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON) + endif() + endif() + + add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) + + set(LIBRARIES webgpu_dawn ${OS_LIBRARIES}) + endif() + 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) + set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject) + elseif(UNIX AND NOT APPLE) + set(OS_LIBRARIES "-lm -ldl") + endif() + + set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES}) + endif() +endif() + +add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES}) + +target_include_directories(${IMGUI_EXECUTABLE} PUBLIC + ${IMGUI_DIR} + ${IMGUI_DIR}/backends + ${SDL2_INCLUDE_DIRS} +) + +target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL2_WGPU") + +# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES +if (MSVC) + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4 +else() + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic +endif() + +# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to: +# EMSCRIPTEN: by used FLAG +# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN) +# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN) +# NATIVE: by used SDK installation directory +# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled +# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled + +if(NOT EMSCRIPTEN) # WegGPU-Native settings + if(IMGUI_DAWN_DIR) + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + if(NOT Dawn_FOUND) + target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp) + endif() + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include) + endif() + + target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES}) +else() # Emscripten settings + set(CMAKE_EXECUTABLE_SUFFIX ".html") + + if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}") + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + endif() + message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation") + + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=2") + target_link_options(${IMGUI_EXECUTABLE} PRIVATE + "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" + "-sUSE_SDL=2" + "-sWASM=1" + "-sASYNCIFY=1" + "-sALLOW_MEMORY_GROWTH=1" + "-sNO_EXIT_RUNTIME=0" + "-sASSERTIONS=1" + "-sDISABLE_EXCEPTION_CATCHING=1" + "-sNO_FILESYSTEM=1" + "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html" + ) + set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index") +endif() diff --git a/third_party/imgui/examples/example_sdl2_wgpu/Makefile.emscripten b/third_party/imgui/examples/example_sdl2_wgpu/Makefile.emscripten new file mode 100644 index 0000000000..69bcb00e72 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_wgpu/Makefile.emscripten @@ -0,0 +1,103 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +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_wgpu.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=2 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 +LDFLAGS += -s ALLOW_MEMORY_GROWTH=1 +LDFLAGS += -s ASYNCIFY=1 +LDFLAGS += -s NO_EXIT_RUNTIME=0 +LDFLAGS += -s ASSERTIONS=1 + +# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10) +#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU +#LDFLAGS += -s USE_WEBGPU=1 + +# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10) +EMS += --use-port=emdawnwebgpu +LDFLAGS += --use-port=emdawnwebgpu + +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(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 -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre diff --git a/third_party/imgui/examples/example_sdl2_wgpu/README.md b/third_party/imgui/examples/example_sdl2_wgpu/README.md new file mode 100644 index 0000000000..cdfd032da2 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_wgpu/README.md @@ -0,0 +1,167 @@ +## How to Build + + +--- + +### Using CMake +#### Building for desktop (WebGPU-native) with Google 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/Debug/example_sdl2_wgpu[.exe] + * build/example_sdl2_wgpu[.exe] + +#### Building for desktop (WebGPU-Native) with WGPU: + 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/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 + 2. Install Ninja build system + 3. `emcmake cmake -G Ninja -B build` + - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below + 4. `cmake --build build` + +#### Sync Emscripten with latest Google Dawn: +If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here: +https://github.com/google/dawn/releases +Unpack it in your preferred folder and to replace the step 3 with: + +3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build` + +**N.B.** +For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes + + +--- + +### CMake by step + +#### Generate Dawn Native: + +- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + +#### Generate WGPU Native: + +- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir` + + - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten: + +- `emcmake cmake -G Ninja -B where_to_build_dir`\ +CMake checks the EMSCRIPEN version then: + - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10 +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg) +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:* + - https://github.com/google/dawn/releases + +#### Build time + +Once the procedure for the specific builder is generated, the build command is **always the same**: + +- Build using CMake + - `cmake --build where_to_build_dir` + - It will use selected builder to build the example. + +- Build explicitly: + - `cd where_to_build_dir` + - `ninja` + - This is the builder chosen during the generation phase + +--- + +### CMake useful options +#### Generator types (alternative to **ninja** bulder): +- `-G Ninja` to build with __ninja__ builder +- `-G "Unix Makefiles"` to build with __make__ builder +- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only + - **Native build only** + - Not **officially** supported to build Google Dawn + +Example: +- using **make** instead **ninja**: + - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + +**Syntax is case sensitive and the "" are necessary in case of spaces between words* + +#### Directories +- The directory path can be absolute or relative (starting from the current directory) +- It's necessary to use different `where_to_build_dir` for different CMake generations + + +#### Build type +The default build type is **Debug** +It is possible to use a different build type using: +- `-DCMAKE_BUILD_TYPE=Release` +- `-DCMAKE_BUILD_TYPE=MinSizeRel` +- `-DCMAKE_BUILD_TYPE=RelWithDebInfo` + +Example: +- building **Release**: + - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir ` + +#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager + +Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file. +- e.g. CLang search in path specified from the following environment variables: + - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH + - library files: LIBRARY_PATH + +If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command: +- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake` + +Examples: + +- using **vcpkg** package manager it's necessary adding: + - `-DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake` + +- full cmake command using **vcpkg** package manager: + - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir` + +--- + + +### Using makefile + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. + +- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory. + +- Requires recent Emscripten as WGPU is still a work-in-progress API. + +--- + +## How to Run + +To run on a local machine: +- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser. +- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver: + - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ + - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). + - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. + - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/third_party/imgui/examples/example_sdl2_wgpu/main.cpp b/third_party/imgui/examples/example_sdl2_wgpu/main.cpp new file mode 100644 index 0000000000..d4b9a021b7 --- /dev/null +++ b/third_party/imgui/examples/example_sdl2_wgpu/main.cpp @@ -0,0 +1,541 @@ +// Dear ImGui: standalone example application for using SDL2 + WebGPU +// - Emscripten is supported for publishing on web. See https://emscripten.org. +// - Dawn is used as a WebGPU implementation on desktop. + +// 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 + +#include "imgui.h" +#include "imgui_impl_sdl2.h" +#include "imgui_impl_wgpu.h" +#include +#include + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include +#include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include +#endif +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#include +#endif + +// Data +static WGPUInstance wgpu_instance = nullptr; +static WGPUDevice wgpu_device = nullptr; +static WGPUSurface wgpu_surface = nullptr; +static WGPUQueue wgpu_queue = nullptr; +static WGPUSurfaceConfiguration wgpu_surface_configuration = {}; +static int wgpu_surface_width = 1280; +static int wgpu_surface_height = 800; + +// Forward declarations +static bool InitWGPU(SDL_Window* window); +WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window); + +static void ResizeSurface(int width, int height) +{ + wgpu_surface_configuration.width = wgpu_surface_width = width; + wgpu_surface_configuration.height = wgpu_surface_height = height; + wgpuSurfaceConfigure(wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration); +} + +// Main code +int main(int, char**) +{ + // Setup SDL + SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER); + + // Create window with graphics context + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); + SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE; + 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) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return 1; + } + + // Initialize WGPU + InitWGPU(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOther(window); + ImGui_ImplWGPU_InitInfo init_info; + init_info.Device = wgpu_device; + init_info.NumFramesInFlight = 3; + init_info.RenderTargetFormat = wgpu_surface_configuration.format; + init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; + ImGui_ImplWGPU_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf"); + //IM_ASSERT(font != nullptr); +#endif + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // React to changes in screen size + int width, height; + SDL_GetWindowSize(window, &width, &height); + if (width != wgpu_surface_width || height != wgpu_surface_height) + ResizeSurface(width, height); + + // Check surface status for error. If texture is not optimal, try to reconfigure the surface. + WGPUSurfaceTexture surface_texture; + wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture); + if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status)) + { + fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status); + abort(); + } + if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status)) + { + if (surface_texture.texture) + wgpuTextureRelease(surface_texture.texture); + if (width > 0 && height > 0) + ResizeSurface(width, height); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplWGPU_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + WGPUTextureViewDescriptor view_desc = {}; + view_desc.format = wgpu_surface_configuration.format; + view_desc.dimension = WGPUTextureViewDimension_2D; + view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED; + view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED; + view_desc.aspect = WGPUTextureAspect_All; + + WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc); + + WGPURenderPassColorAttachment color_attachments = {}; + color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + color_attachments.loadOp = WGPULoadOp_Clear; + color_attachments.storeOp = WGPUStoreOp_Store; + color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + color_attachments.view = texture_view; + + WGPURenderPassDescriptor render_pass_desc = {}; + render_pass_desc.colorAttachmentCount = 1; + render_pass_desc.colorAttachments = &color_attachments; + render_pass_desc.depthStencilAttachment = nullptr; + + WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); + ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBufferDescriptor cmd_buffer_desc = {}; + WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); + wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer); + +#ifndef __EMSCRIPTEN__ + wgpuSurfacePresent(wgpu_surface); + // Tick needs to be called in Dawn to display validation errors +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpuDeviceTick(wgpu_device); +#endif +#endif + wgpuTextureViewRelease(texture_view); + wgpuRenderPassEncoderRelease(pass); + wgpuCommandEncoderRelease(encoder); + wgpuCommandBufferRelease(cmd_buffer); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplWGPU_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + wgpuSurfaceUnconfigure(wgpu_surface); + wgpuSurfaceRelease(wgpu_surface); + wgpuQueueRelease(wgpu_queue); + wgpuDeviceRelease(wgpu_device); + wgpuInstanceRelease(wgpu_instance); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +static WGPUAdapter RequestAdapter(wgpu::Instance& instance) +{ + wgpu::Adapter acquired_adapter; + wgpu::RequestAdapterOptions adapter_options; + auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message) + { + if (status != wgpu::RequestAdapterStatus::Success) + { + printf("Failed to get an adapter: %s\n", message.data); + return; + } + acquired_adapter = std::move(adapter); + }; + + // Synchronously (wait until) acquire Adapter + wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) }; + wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX); + IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request"); + return acquired_adapter.MoveToCHandle(); +} + +static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter) +{ + // Set device callback functions + wgpu::DeviceDescriptor device_desc; + device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous, + [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); } + ); + device_desc.SetUncapturedErrorCallback( + [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); } + ); + + wgpu::Device acquired_device; + auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message) + { + if (status != wgpu::RequestDeviceStatus::Success) + { + printf("Failed to get an device: %s\n", message.data); + return; + } + acquired_device = std::move(local_device); + }; + + // Synchronously (wait until) get Device + wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) }; + wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX); + IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request"); + return acquired_device.MoveToCHandle(); +} +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#ifdef __EMSCRIPTEN__ +// Adapter and device initialization via JS +EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (), +{ + if (!navigator.gpu) + throw Error("WebGPU not supported."); + const adapter = await navigator.gpu.requestAdapter(); + const device = await adapter.requestDevice(); + Module.preinitializedWebGPUDevice = device; +} ); +#else // __EMSCRIPTEN__ +static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestAdapterStatus_Success) + { + WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1; + *extAdapter = adapter; + } + else + { + printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data); + } +} + +static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestDeviceStatus_Success) + { + WGPUDevice* extDevice = (WGPUDevice*)userdata1; + *extDevice = device; + } + else + { + printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data); + } +} + +static WGPUAdapter RequestAdapter(WGPUInstance& instance) +{ + WGPURequestAdapterOptions adapter_options = {}; + + WGPUAdapter local_adapter; + WGPURequestAdapterCallbackInfo adapterCallbackInfo = {}; + adapterCallbackInfo.callback = handle_request_adapter; + adapterCallbackInfo.userdata1 = &local_adapter; + + wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo); + IM_ASSERT(local_adapter && "Error on Adapter request"); + return local_adapter; +} + +static WGPUDevice RequestDevice(WGPUAdapter& adapter) +{ + WGPUDevice local_device; + WGPURequestDeviceCallbackInfo deviceCallbackInfo = {}; + deviceCallbackInfo.callback = handle_request_device; + deviceCallbackInfo.userdata1 = &local_device; + wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo); + IM_ASSERT(local_device && "Error on Device request"); + return local_device; +} +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU + +static bool InitWGPU(SDL_Window* window) +{ + WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities + + // Google DAWN backend: Adapter and Device acquisition, Surface creation +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpu::InstanceDescriptor instance_desc = {}; + static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny; + instance_desc.requiredFeatureCount = 1; + instance_desc.requiredFeatures = &timedWaitAny; + wgpu::Instance instance = wgpu::CreateInstance(&instance_desc); + + wgpu::Adapter adapter = RequestAdapter(instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get()); + + wgpu_device = RequestDevice(instance, adapter); + + // Create the surface. +#ifdef __EMSCRIPTEN__ + wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {}; + canvas_desc.selector = "#canvas"; + + wgpu::SurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &canvas_desc; + wgpu::Surface surface = instance.CreateSurface(&surface_desc); +#else + wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window); +#endif + if (!surface) + return false; + + // Moving Dawn objects into WGPU handles + wgpu_instance = instance.MoveToCHandle(); + wgpu_surface = surface.MoveToCHandle(); + + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; + + // WGPU backend: Adapter and Device acquisition, Surface creation +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + wgpu_instance = wgpuCreateInstance(nullptr); + +#ifdef __EMSCRIPTEN__ + getAdapterAndDeviceViaJS(); + + wgpu_device = emscripten_webgpu_get_device(); + assert(wgpu_device != nullptr && "Error creating the Device"); + + WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; + html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector; + html_surface_desc.selector = "#canvas"; + + WGPUSurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &html_surface_desc.chain; + + // Create the surface. + wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc); + preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */); +#else // __EMSCRIPTEN__ + 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); + + WGPUAdapter adapter = RequestAdapter(wgpu_instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter); + + wgpu_device = RequestDevice(adapter); + + // Create the surface. + wgpu_surface = CreateWGPUSurface(wgpu_instance, window); + if (!wgpu_surface) + return false; + + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU + + wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo; + wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto; + wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment; + wgpu_surface_configuration.width = wgpu_surface_width; + wgpu_surface_configuration.height = wgpu_surface_height; + wgpu_surface_configuration.device = wgpu_device; + wgpu_surface_configuration.format = preferred_fmt; + + wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration); + wgpu_queue = wgpuDeviceGetQueue(wgpu_device); + + return true; +} + +// SDL2 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend +// As of today (2025/10/31) there is no "official" support in SDL2 to create a surface for WebGPU backend. +// This stub uses "low level" SDL2 calls to acquire information from a specific Window Manager. +// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN. +#ifndef __EMSCRIPTEN__ + +#include +#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary. + +WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window) +{ + SDL_SysWMinfo sysWMInfo; + SDL_VERSION(&sysWMInfo.version); + SDL_GetWindowWMInfo(window, &sysWMInfo); + + ImGui_ImplWGPU_CreateSurfaceInfo create_info = {}; + create_info.Instance = instance; +#if defined(SDL_VIDEO_DRIVER_COCOA) + { + create_info.System = "cocoa"; + create_info.RawWindow = (void*)sysWMInfo.info.cocoa.window; + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(SDL_VIDEO_DRIVER_WAYLAND) || defined(SDL_VIDEO_DRIVER_X11) + const char* sdl_driver = SDL_GetCurrentVideoDriver(); + if (sdl_driver && strcmp(sdl_driver, "wayland") == 0) + { + create_info.System = "wayland"; + create_info.RawDisplay = (void*)sysWMInfo.info.wl.display; + create_info.RawSurface = (void*)sysWMInfo.info.wl.surface; + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } + else + { + create_info.System = "x11"; + create_info.RawWindow = (void*)sysWMInfo.info.x11.window; + create_info.RawDisplay = (void*)sysWMInfo.info.x11.display; + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(SDL_VIDEO_DRIVER_WINDOWS) + { + create_info.System = "win32"; + create_info.RawWindow = (void*)sysWMInfo.info.win.window; + create_info.RawInstance = (void*)sysWMInfo.info.win.hinstance; + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#else +#error "Unsupported WebGPU native platform!" +#endif + return nullptr; +} +#endif // #ifndef __EMSCRIPTEN__ diff --git a/third_party/imgui/examples/example_sdl3_directx11/build_win32.bat b/third_party/imgui/examples/example_sdl3_directx11/build_win32.bat new file mode 100644 index 0000000000..b84b01f1a1 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_directx11/build_win32.bat @@ -0,0 +1,8 @@ +@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_sdl3_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.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 diff --git a/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj b/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj new file mode 100644 index 0000000000..340901c3d9 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj @@ -0,0 +1,187 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {009DAC16-1A9C-47BE-9770-A30A046E8090} + example_sdl3_directx11 + 8.1 + example_sdl3_directx11 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters b/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters new file mode 100644 index 0000000000..0579b7a649 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters @@ -0,0 +1,63 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_sdl3_directx11/main.cpp b/third_party/imgui/examples/example_sdl3_directx11/main.cpp new file mode 100644 index 0000000000..7107a05747 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_directx11/main.cpp @@ -0,0 +1,258 @@ +// Dear ImGui: standalone example application for SDL3 + DirectX 11 +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// 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 + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_dx11.h" +#include +#include // printf +#include + +// Data +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); + +// Main code +int main(int, char**) +{ + // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return 1; + } + + // Setup window + 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+DirectX11 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_PropertiesID props = SDL_GetWindowProperties(window); + HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + return 1; + } + + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_ShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForD3D(window); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + // Release all outstanding references to the swap chain's buffers before resizing. + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +// Helper functions to use DirectX11 +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions. + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. + res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } +} diff --git a/third_party/imgui/examples/example_sdl3_metal/Makefile b/third_party/imgui/examples/example_sdl3_metal/Makefile new file mode 100644 index 0000000000..9093ae1339 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_metal/Makefile @@ -0,0 +1,48 @@ +# +# You will need SDL3 (http://www.libsdl.org): +# brew install sdl3 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_metal +IMGUI_DIR = ../.. +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += `pkg-config --libs sdl3` +LIBS += -L/usr/local/lib -L/opt/local/lib + +CXXFLAGS += `pkg-config --cflags sdl3` +CXXFLAGS += -I/usr/local/include -I/opt/local/include +CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/third_party/imgui/examples/example_sdl3_metal/main.mm b/third_party/imgui/examples/example_sdl3_metal/main.mm new file mode 100644 index 0000000000..1dd80d010d --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_metal/main.mm @@ -0,0 +1,208 @@ +// Dear ImGui: standalone example application for SDL3 + Metal +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// 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 + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_metal.h" +#include // printf, fprintf +#include + +#import +#import + +// Main code +int main(int, char**) +{ + // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return 1; + } + + // Create SDL window graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal 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); + + // Create Metal device _before_ creating the view/layer + id metalDevice = MTLCreateSystemDefaultDevice(); + if (!metalDevice) + { + printf("Error: failed to create Metal device.\n"); + SDL_DestroyWindow(window); + SDL_Quit(); + return 1; + } + SDL_MetalView view = SDL_Metal_CreateView(window); + CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view); + layer.device = metalDevice; + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + + id commandQueue = [layer.device newCommandQueue]; + MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplMetal_Init(layer.device); + ImGui_ImplSDL3_InitForMetal(window); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f }; + + // Main loop + bool done = false; + while (!done) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + int width, height; + SDL_GetWindowSizeInPixels(window, &width, &height); + + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] + ImGui_ImplMetal_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/third_party/imgui/examples/example_sdl3_opengl3/Makefile b/third_party/imgui/examples/example_sdl3_opengl3/Makefile index 741e97d0c2..d9c6eac9e0 100644 --- a/third_party/imgui/examples/example_sdl3_opengl3/Makefile +++ b/third_party/imgui/examples/example_sdl3_opengl3/Makefile @@ -45,20 +45,21 @@ endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += `pkg-config --libs sdl3` LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS += `pkg-config sdl3 --cflags` + CXXFLAGS += `pkg-config --cflags sdl3` CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` - CXXFLAGS += `pkg-config --cflags sdl3` - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten b/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten index 9e9ffd6034..ce873ed1ac 100644 --- a/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten +++ b/third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten @@ -36,10 +36,13 @@ EMS = ##--------------------------------------------------------------------- # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) -EMS += -s USE_SDL=2 +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 +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE + # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) #EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s SAFE_HEAP=1 ## Adds overhead diff --git a/third_party/imgui/examples/example_sdl3_opengl3/README.md b/third_party/imgui/examples/example_sdl3_opengl3/README.md index 5828e4bfc7..a032f87521 100644 --- a/third_party/imgui/examples/example_sdl3_opengl3/README.md +++ b/third_party/imgui/examples/example_sdl3_opengl3/README.md @@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i Use build_win32.bat or directly: ``` -set SDL2_DIR=path_to_your_sdl3_folder -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console +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_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.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_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console ``` ## Linux and similar Unixes diff --git a/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat b/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat index 5b8d5f8713..5bed40ac17 100644 --- a/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat +++ b/third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat @@ -1,8 +1,14 @@ @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_sdl3_opengl3 @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib + +@set OUT_DIR=Debug mkdir %OUT_DIR% cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl3_opengl3/build_win64.bat b/third_party/imgui/examples/example_sdl3_opengl3/build_win64.bat new file mode 100644 index 0000000000..87c6bb8b52 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_opengl3/build_win64.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl3_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl3_opengl3/main.cpp b/third_party/imgui/examples/example_sdl3_opengl3/main.cpp index 7ce36b4e86..44a6417d1d 100644 --- a/third_party/imgui/examples/example_sdl3_opengl3/main.cpp +++ b/third_party/imgui/examples/example_sdl3_opengl3/main.cpp @@ -18,7 +18,6 @@ #include #endif -// This example doesn't compile with Emscripten yet! Awaiting SDL3 support. #ifdef __EMSCRIPTEN__ #include "../libs/emscripten/emscripten_mainloop_stub.h" #endif @@ -27,20 +26,28 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); - return -1; + return 1; } // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #elif defined(__APPLE__) // GL 3.2 Core + GLSL 150 const char* glsl_version = "#version 150"; @@ -61,17 +68,24 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags); + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } - SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + if (gl_context == nullptr) + { + printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); + return 1; + } + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); SDL_ShowWindow(window); // Setup Dear ImGui context @@ -85,6 +99,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); @@ -93,17 +112,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -127,6 +146,7 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -137,6 +157,13 @@ int main(int, char**) done = true; } + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL3_NewFrame(); @@ -192,11 +219,12 @@ int main(int, char**) #endif // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); - SDL_GL_DeleteContext(gl_context); + SDL_GL_DestroyContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); diff --git a/third_party/imgui/examples/example_sdl3_sdlgpu3/Makefile b/third_party/imgui/examples/example_sdl3_sdlgpu3/Makefile new file mode 100644 index 0000000000..c3159d8880 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_sdlgpu3/Makefile @@ -0,0 +1,73 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_sdlgpu3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlgpu3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -ldl `pkg-config sdl3 --libs` + + CXXFLAGS += `pkg-config sdl3 --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `pkg-config sdl3 --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3` + + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/third_party/imgui/examples/example_sdl3_sdlgpu3/build_win64.bat b/third_party/imgui/examples/example_sdl3_sdlgpu3/build_win64.bat new file mode 100644 index 0000000000..ad7a2d603a --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_sdlgpu3/build_win64.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl3_sdlgpu3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj b/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj new file mode 100644 index 0000000000..3d034f52c0 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj @@ -0,0 +1,189 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {c22cb6f8-39a5-4dda-90ed-4aca4e81e1e5} + example_sdl3_sdlgpu3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters b/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters new file mode 100644 index 0000000000..4710b550cc --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters @@ -0,0 +1,60 @@ + + + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + imgui + + + + + + + + {9044ef92-2afa-42f2-92df-ac473c7c32b3} + + + {ef84458b-039a-4902-8455-4e33df5a8578} + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_sdl3_sdlgpu3/main.cpp b/third_party/imgui/examples/example_sdl3_sdlgpu3/main.cpp new file mode 100644 index 0000000000..84b0a254f7 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_sdlgpu3/main.cpp @@ -0,0 +1,230 @@ +// Dear ImGui: standalone example application for SDL3 + SDL_GPU +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_sdlgpu3.h" +#include // printf, fprintf +#include // abort +#include + +// This example doesn't compile with Emscripten yet! Awaiting SDL3 support. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return 1; + } + + // Create SDL window graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(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); + + // Create GPU Device + SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr); + if (gpu_device == nullptr) + { + printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError()); + return 1; + } + + // Claim window for GPU Device + if (!SDL_ClaimWindowForGPUDevice(gpu_device, window)) + { + printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError()); + return 1; + } + SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForSDLGPU(window); + ImGui_ImplSDLGPU3_InitInfo init_info = {}; + init_info.Device = gpu_device; + init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window); + init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; // Only used in multi-viewports mode. + init_info.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. + init_info.PresentMode = SDL_GPU_PRESENTMODE_VSYNC; + ImGui_ImplSDLGPU3_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLGPU3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); + + SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer + + SDL_GPUTexture* swapchain_texture; + SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture + + if (swapchain_texture != nullptr && !is_minimized) + { + // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer! + ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); + + // Setup and start a render pass + SDL_GPUColorTargetInfo target_info = {}; + target_info.texture = swapchain_texture; + target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w }; + target_info.load_op = SDL_GPU_LOADOP_CLEAR; + target_info.store_op = SDL_GPU_STOREOP_STORE; + target_info.mip_level = 0; + target_info.layer_or_depth_plane = 0; + target_info.cycle = false; + SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr); + + // Render ImGui + ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass); + + SDL_EndGPURenderPass(render_pass); + } + + // Submit the command buffer + SDL_SubmitGPUCommandBuffer(command_buffer); + } + + // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] + SDL_WaitForGPUIdle(gpu_device); + ImGui_ImplSDL3_Shutdown(); + ImGui_ImplSDLGPU3_Shutdown(); + ImGui::DestroyContext(); + + SDL_ReleaseWindowFromGPUDevice(gpu_device, window); + SDL_DestroyGPUDevice(gpu_device); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile b/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile index 238576c7c3..c278f78301 100644 --- a/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile +++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile @@ -26,7 +26,7 @@ LIBS = ifeq ($(UNAME_S), Linux) #LINUX ECHO_MESSAGE = "Linux" - LIBS += -ldl `pkg-config sdl3 --libs` + LIBS += -ldl `pkg-config sdl3 --libs` CXXFLAGS += `pkg-config sdl3 --cflags` CFLAGS = $(CXXFLAGS) @@ -34,20 +34,21 @@ endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += `pkg-config --libs sdl3` LIBS += -L/usr/local/lib -L/opt/local/lib - CXXFLAGS += `pkg-config sdl3 --cflags` + CXXFLAGS += `pkg-config --cflags sdl3` CXXFLAGS += -I/usr/local/include -I/opt/local/include CFLAGS = $(CXXFLAGS) endif ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3` - CXXFLAGS += `pkg-config --cflags sdl3` - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp b/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp index 607d00b6b7..39870f2c66 100644 --- a/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp @@ -15,36 +15,37 @@ #include "imgui_impl_sdlrenderer3.h" #include #include -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#else -#include + +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" #endif // Main code int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); - return -1; + return 1; } // Create window with SDL_Renderer graphics context - Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr); SDL_SetRenderVSync(renderer, 1); if (renderer == nullptr) { SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); - return -1; + return 1; } SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); SDL_ShowWindow(window); @@ -60,6 +61,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); ImGui_ImplSDLRenderer3_Init(renderer); @@ -68,17 +74,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -102,6 +108,7 @@ int main(int, char**) // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -112,6 +119,13 @@ int main(int, char**) done = true; } + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + // Start the Dear ImGui frame ImGui_ImplSDLRenderer3_NewFrame(); ImGui_ImplSDL3_NewFrame(); @@ -156,14 +170,18 @@ int main(int, char**) // Rendering ImGui::Render(); - //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + SDL_SetRenderScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w); SDL_RenderClear(renderer); ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); SDL_RenderPresent(renderer); } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] ImGui_ImplSDLRenderer3_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); diff --git a/third_party/imgui/examples/example_sdl3_vulkan/Makefile b/third_party/imgui/examples/example_sdl3_vulkan/Makefile new file mode 100644 index 0000000000..e1956ff678 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/Makefile @@ -0,0 +1,77 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. +# Mac OS X: +# brew install sdl3 + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_vulkan +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -ldl + LIBS += `pkg-config --libs sdl3 vulkan` + + CXXFLAGS += `pkg-config --cflags sdl3 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += `pkg-config --libs sdl3 vulkan` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `pkg-config --cflags sdl3 vulkan` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3 vulkan` + + CXXFLAGS += `pkg-config --cflags sdl3 vulkan` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/third_party/imgui/examples/example_sdl3_vulkan/build_win32.bat b/third_party/imgui/examples/example_sdl3_vulkan/build_win32.bat new file mode 100644 index 0000000000..3e26d30882 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/build_win32.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl3_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl3_vulkan/build_win64.bat b/third_party/imgui/examples/example_sdl3_vulkan/build_win64.bat new file mode 100644 index 0000000000..5d038d1ee6 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/build_win64.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl3_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj b/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj new file mode 100644 index 0000000000..d48e4aff30 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj @@ -0,0 +1,190 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {663A7E89-1E42-4222-921C-177F5B5910DF} + example_sdl3_vulkan + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + %VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + _MBCS;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + %VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + vulkan-1.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters b/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters new file mode 100644 index 0000000000..46ebb58290 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_sdl3_vulkan/main.cpp b/third_party/imgui/examples/example_sdl3_vulkan/main.cpp new file mode 100644 index 0000000000..37e60de383 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_vulkan/main.cpp @@ -0,0 +1,558 @@ +// Dear ImGui: standalone example application for SDL3 + Vulkan + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#include +#include + +// This example doesn't compile with Emscripten yet! Awaiting SDL3 support. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +#endif + +// Data +static VkAllocationCallbacks* g_Allocator = nullptr; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void check_vk_result(VkResult err) +{ + if (err == VK_SUCCESS) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector& properties, const char* extension) +{ + for (const VkExtensionProperties& p : properties) + if (strcmp(p.extensionName, extension) == 0) + return true; + return false; +} + +static void SetupVulkan(ImVector instance_extensions) +{ + VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + + // Enumerate available extensions + uint32_t properties_count; + ImVector properties; + vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); + properties.resize(properties_count); + err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); + check_vk_result(err); + + // Enable required extensions + if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) + instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) + { + instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); + create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + } +#endif + + // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + instance_extensions.push_back("VK_EXT_debug_report"); +#endif + + // Create Vulkan Instance + create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; + create_info.ppEnabledExtensionNames = instance_extensions.Data; + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif + + // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = nullptr; + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#endif + } + + // Select Physical Device (GPU) + g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance); + IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE); + + // Select graphics queue family + g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + + // Create Logical Device (with 1 queue) + { + ImVector device_extensions; + device_extensions.push_back("VK_KHR_swapchain"); + + // Enumerate physical device extension + uint32_t properties_count; + ImVector properties; + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); + properties.resize(properties_count); + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) + device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; + create_info.ppEnabledExtensionNames = device_extensions.Data; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets. + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 0; + for (VkDescriptorPoolSize& pool_size : pool_sizes) + pool_info.maxSets += pool_size.descriptorCount; + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef APP_USE_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) + return; + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) + return; + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +// Main code +int main(int, char**) +{ + // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return 1; + } + + // Create window with Vulkan graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return 1; + } + + ImVector extensions; + { + uint32_t sdl_extensions_count = 0; + const char* const* sdl_extensions = SDL_Vulkan_GetInstanceExtensions(&sdl_extensions_count); + for (uint32_t n = 0; n < sdl_extensions_count; n++) + extensions.push_back(sdl_extensions[n]); + } + SetupVulkan(extensions); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err; + if (SDL_Vulkan_CreateSurface(window, g_Instance, g_Allocator, &surface) == 0) + { + printf("Failed to create Vulkan surface.\n"); + return 1; + } + + // Create Framebuffers + int w, h; + SDL_GetWindowSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_ShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForVulkan(window); + ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.Allocator = g_Allocator; + init_info.PipelineInfoMain.RenderPass = wd->RenderPass; + init_info.PipelineInfoMain.Subpass = 0; + init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } + + // Resize swap chain? + int fb_width, fb_height; + SDL_GetWindowSize(window, &fb_width, &fb_height); + if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); + if (!is_minimized) + { + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + FrameRender(wd, draw_data); + FramePresent(wd); + } + } + + // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/third_party/imgui/examples/example_sdl3_wgpu/CMakeLists.txt b/third_party/imgui/examples/example_sdl3_wgpu/CMakeLists.txt new file mode 100644 index 0000000000..0b8dc48e9c --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_wgpu/CMakeLists.txt @@ -0,0 +1,207 @@ +# 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/Debug/example_sdl3_wgpu[.exe] +# * build/example_sdl3_wgpu[.exe] + +# 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/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 +# 2. Install Ninja build system +# 3. emcmake cmake -G Ninja -B build +# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md +# 4. cmake --build build +# 5. emrun build/index.html + +cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22 +project(imgui_example_sdl3_wgpu C CXX) + +set(IMGUI_EXECUTABLE example_sdl3_wgpu) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 + +# Dear ImGui +set(IMGUI_DIR ../../) + +# ImGui example commons source files +set(IMGUI_EXAMPLE_SOURCE_FILES + main.cpp + # backend files + ${IMGUI_DIR}/backends/imgui_impl_sdl3.cpp + ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp + # Dear ImGui files + ${IMGUI_DIR}/imgui.cpp + ${IMGUI_DIR}/imgui_draw.cpp + ${IMGUI_DIR}/imgui_demo.cpp + ${IMGUI_DIR}/imgui_tables.cpp + ${IMGUI_DIR}/imgui_widgets.cpp +) + +if(EMSCRIPTEN) + if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.15") + message(FATAL_ERROR "Using Emscripten with SDL3 needs Emscripten version >= 4.0.15") + endif() + if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version + if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10") + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10") + else() + set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation") + endif() + else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version + if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8) + message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10") + endif() + endif() + + add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) +else() # Native/Desktop build + 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) # 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 + set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") + set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa") + endif() + + find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) + + 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 + if(Dawn_FOUND) + message("Dawn Installation has been found!") + set(LIBRARIES dawn::webgpu_dawn ${OS_LIBRARIES}) + else() + set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository") + + option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3 + + option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON) + set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.") + + # Dawn builds many things by default - disable things we don't need + option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF) + option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF) + option(TINT_BUILD_DOCS "Build documentation" OFF) + option(TINT_BUILD_TESTS "Build tests" OFF) + if(NOT APPLE) + option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF) + endif() + if(WIN32) + option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON) + option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF) + option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON) + option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF) + option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF) + option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON) + option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON) + endif() + # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time + # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF) + if(LINUX) + if($ENV{XDG_SESSION_TYPE} MATCHES wayland) + option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON) + endif() + endif() + + add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL) + + set(LIBRARIES webgpu_dawn ${OS_LIBRARIES}) + endif() + 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) + set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject) + elseif(UNIX AND NOT APPLE) + set(OS_LIBRARIES "-lm -ldl") + endif() + + set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES}) + endif() +endif() + +add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES}) + +target_include_directories(${IMGUI_EXECUTABLE} PUBLIC + ${IMGUI_DIR} + ${IMGUI_DIR}/backends + ${SDL3_INCLUDE_DIRS} +) + +target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL3_WGPU") + +# Enable warning level compiler option only for IMGUI_EXAMPLE_SOURCE_FILES +if (MSVC) + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4 +else() + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic +endif() + +# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to: +# EMSCRIPTEN: by used FLAG +# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN) +# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN) +# NATIVE: by used SDK installation directory +# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled +# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled + +if(NOT EMSCRIPTEN) # WegGPU-Native settings + if(IMGUI_DAWN_DIR) + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + if(NOT Dawn_FOUND) + target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp) + endif() + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include) + endif() + + target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} SDL3::SDL3) +else() # Emscripten settings + set(CMAKE_EXECUTABLE_SUFFIX ".html") + + if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu") + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}") + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN") + else() + target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU") + endif() + message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation") + + target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=3") + target_link_options(${IMGUI_EXECUTABLE} PRIVATE + "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" + "-sUSE_SDL=3" + "-sWASM=1" + "-sASYNCIFY=1" + "-sALLOW_MEMORY_GROWTH=1" + "-sNO_EXIT_RUNTIME=0" + "-sASSERTIONS=1" + "-sDISABLE_EXCEPTION_CATCHING=1" +# "-sNO_FILESYSTEM=1" + "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html" + ) + set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index") +endif() diff --git a/third_party/imgui/examples/example_sdl3_wgpu/Makefile.emscripten b/third_party/imgui/examples/example_sdl3_wgpu/Makefile.emscripten new file mode 100644 index 0000000000..58639a1fd1 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_wgpu/Makefile.emscripten @@ -0,0 +1,103 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +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_wgpu.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=3 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 +LDFLAGS += -s ALLOW_MEMORY_GROWTH=1 +LDFLAGS += -s ASYNCIFY=1 +LDFLAGS += -s NO_EXIT_RUNTIME=0 +LDFLAGS += -s ASSERTIONS=1 + +# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10) +#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU +#LDFLAGS += -s USE_WEBGPU=1 + +# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10) +EMS += --use-port=emdawnwebgpu +LDFLAGS += --use-port=emdawnwebgpu + +# Build as single file (binary text encoded in .html file) +#LDFLAGS += -sSINGLE_FILE + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(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 -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre diff --git a/third_party/imgui/examples/example_sdl3_wgpu/README.md b/third_party/imgui/examples/example_sdl3_wgpu/README.md new file mode 100644 index 0000000000..bd7c336521 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_wgpu/README.md @@ -0,0 +1,167 @@ +## How to Build + + +--- + +### Using CMake +#### Building for desktop (WebGPU-native) with Google 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/Debug/example_sdl3_wgpu[.exe] + * build/example_sdl3_wgpu[.exe] + +#### Building for desktop (WebGPU-Native) with WGPU: + 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) + 5. `cmake --build build` +The resulting binary will be found at one of the following locations: + * 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 + 2. Install Ninja build system + 3. `emcmake cmake -G Ninja -B build` + - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below + 4. `cmake --build build` + +#### Sync Emscripten with latest Google Dawn: +If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here: +https://github.com/google/dawn/releases +Unpack it in your preferred folder and to replace the step 3 with: + +3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build` + +**N.B.** +For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes + + +--- + +### CMake by step + +#### Generate Dawn Native: + +- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + +#### Generate WGPU Native: + +- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir` + + - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten: + +- `emcmake cmake -G Ninja -B where_to_build_dir`\ +CMake checks the EMSCRIPEN version then: + - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10 +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define + +#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg) +- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir` + - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define + - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:* + - https://github.com/google/dawn/releases + +#### Build time + +Once the procedure for the specific builder is generated, the build command is **always the same**: + +- Build using CMake + - `cmake --build where_to_build_dir` + - It will use selected builder to build the example. + +- Build explicitly: + - `cd where_to_build_dir` + - `ninja` + - This is the builder chosen during the generation phase + +--- + +### CMake useful options +#### Generator types (alternative to **ninja** bulder): +- `-G Ninja` to build with __ninja__ builder +- `-G "Unix Makefiles"` to build with __make__ builder +- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only + - **Native build only** + - Not **officially** supported to build Google Dawn + +Example: +- using **make** instead **ninja**: + - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir` + +**Syntax is case sensitive and the "" are necessary in case of spaces between words* + +#### Directories +- The directory path can be absolute or relative (starting from the current directory) +- It's necessary to use different `where_to_build_dir` for different CMake generations + + +#### Build type +The default build type is **Debug** +It is possible to use a different build type using: +- `-DCMAKE_BUILD_TYPE=Release` +- `-DCMAKE_BUILD_TYPE=MinSizeRel` +- `-DCMAKE_BUILD_TYPE=RelWithDebInfo` + +Example: +- building **Release**: + - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir ` + +#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager + +Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file. +- e.g. CLang search in path specified from the following environment variables: + - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH + - library files: LIBRARY_PATH + +If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command: +- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake` + +Examples: + +- using **vcpkg** package manager it's necessary adding: + - `-DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake` + +- full cmake command using **vcpkg** package manager: + - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir` + +--- + + +### Using makefile + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. + +- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory. + +- Requires recent Emscripten as WGPU is still a work-in-progress API. + +--- + +## How to Run + +To run on a local machine: +- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser. +- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver: + - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ + - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). + - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. + - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/third_party/imgui/examples/example_sdl3_wgpu/main.cpp b/third_party/imgui/examples/example_sdl3_wgpu/main.cpp new file mode 100644 index 0000000000..d56b703c06 --- /dev/null +++ b/third_party/imgui/examples/example_sdl3_wgpu/main.cpp @@ -0,0 +1,553 @@ +// Dear ImGui: standalone example application for using SDL3 + WebGPU +// - Emscripten is supported for publishing on web. See https://emscripten.org. +// - Dawn is used as a WebGPU implementation on desktop. + +// 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 + + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_wgpu.h" +#include +#include +#include + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include +#include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include +#endif +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#include +#endif + +// Data +static WGPUInstance wgpu_instance = nullptr; +static WGPUDevice wgpu_device = nullptr; +static WGPUSurface wgpu_surface = nullptr; +static WGPUQueue wgpu_queue = nullptr; +static WGPUSurfaceConfiguration wgpu_surface_configuration = {}; +static int wgpu_surface_width = 1280; +static int wgpu_surface_height = 800; + +// Forward declarations +static bool InitWGPU(SDL_Window* window); +static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window); + +static void ResizeSurface(int width, int height) +{ + wgpu_surface_configuration.width = wgpu_surface_width = width; + wgpu_surface_configuration.height = wgpu_surface_height = height; + wgpuSurfaceConfigure( wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration ); +} + +// Main code +int main(int, char**) +{ + // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return 1; + } + + // Create SDL window graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); + SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+WebGPU example", wgpu_surface_width, wgpu_surface_height, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return 1; + } + + // Initialize WGPU + InitWGPU(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForOther(window); + + ImGui_ImplWGPU_InitInfo init_info; + init_info.Device = wgpu_device; + init_info.NumFramesInFlight = 3; + init_info.RenderTargetFormat = wgpu_surface_configuration.format; + init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; + ImGui_ImplWGPU_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); +#endif + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] + // React to changes in screen size + int width, height; + SDL_GetWindowSize(window, &width, &height); + if (width != wgpu_surface_width || height != wgpu_surface_height) + ResizeSurface(width, height); + + // Check surface status for error. If texture is not optimal, try to reconfigure the surface. + WGPUSurfaceTexture surface_texture; + wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture); + if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status)) + { + fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status); + abort(); + } + if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status)) + { + if (surface_texture.texture) + wgpuTextureRelease(surface_texture.texture); + if (width > 0 && height > 0) + ResizeSurface(width, height); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplWGPU_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + WGPUTextureViewDescriptor view_desc = {}; + view_desc.format = wgpu_surface_configuration.format; + view_desc.dimension = WGPUTextureViewDimension_2D; + view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED; + view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED; + view_desc.aspect = WGPUTextureAspect_All; + + WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc); + + WGPURenderPassColorAttachment color_attachments = {}; + color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + color_attachments.loadOp = WGPULoadOp_Clear; + color_attachments.storeOp = WGPUStoreOp_Store; + color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + color_attachments.view = texture_view; + + WGPURenderPassDescriptor render_pass_desc = {}; + render_pass_desc.colorAttachmentCount = 1; + render_pass_desc.colorAttachments = &color_attachments; + render_pass_desc.depthStencilAttachment = nullptr; + + WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); + ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBufferDescriptor cmd_buffer_desc = {}; + WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); + wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer); + +#ifndef __EMSCRIPTEN__ + wgpuSurfacePresent(wgpu_surface); + // Tick needs to be called in Dawn to display validation errors +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpuDeviceTick(wgpu_device); +#endif +#endif + wgpuTextureViewRelease(texture_view); + wgpuRenderPassEncoderRelease(pass); + wgpuCommandEncoderRelease(encoder); + wgpuCommandBufferRelease(cmd_buffer); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] + ImGui_ImplWGPU_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + wgpuSurfaceUnconfigure(wgpu_surface); + wgpuSurfaceRelease(wgpu_surface); + wgpuQueueRelease(wgpu_queue); + wgpuDeviceRelease(wgpu_device); + wgpuInstanceRelease(wgpu_instance); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +static WGPUAdapter RequestAdapter(wgpu::Instance& instance) +{ + wgpu::Adapter acquired_adapter; + wgpu::RequestAdapterOptions adapter_options; + auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message) + { + if (status != wgpu::RequestAdapterStatus::Success) + { + printf("Failed to get an adapter: %s\n", message.data); + return; + } + acquired_adapter = std::move(adapter); + }; + + // Synchronously (wait until) acquire Adapter + wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) }; + wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX); + IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request"); + return acquired_adapter.MoveToCHandle(); +} + +static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter) +{ + // Set device callback functions + wgpu::DeviceDescriptor device_desc; + device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous, + [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); } + ); + device_desc.SetUncapturedErrorCallback( + [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); } + ); + + wgpu::Device acquired_device; + auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message) + { + if (status != wgpu::RequestDeviceStatus::Success) + { + printf("Failed to get an device: %s\n", message.data); + return; + } + acquired_device = std::move(local_device); + }; + + // Synchronously (wait until) get Device + wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) }; + wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX); + IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request"); + return acquired_device.MoveToCHandle(); +} +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#ifdef __EMSCRIPTEN__ +// Adapter and device initialization via JS +EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (), +{ + if (!navigator.gpu) + throw Error("WebGPU not supported."); + const adapter = await navigator.gpu.requestAdapter(); + const device = await adapter.requestDevice(); + Module.preinitializedWebGPUDevice = device; +} ); +#else // __EMSCRIPTEN__ +static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestAdapterStatus_Success) + { + WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1; + *extAdapter = adapter; + } + else + { + printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data); + } +} + +static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2) +{ + if (status == WGPURequestDeviceStatus_Success) + { + WGPUDevice* extDevice = (WGPUDevice*)userdata1; + *extDevice = device; + } + else + { + printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data); + } +} + +static WGPUAdapter RequestAdapter(WGPUInstance& instance) +{ + WGPURequestAdapterOptions adapter_options = {}; + + WGPUAdapter local_adapter; + WGPURequestAdapterCallbackInfo adapterCallbackInfo = {}; + adapterCallbackInfo.callback = handle_request_adapter; + adapterCallbackInfo.userdata1 = &local_adapter; + + wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo); + IM_ASSERT(local_adapter && "Error on Adapter request"); + return local_adapter; +} + +static WGPUDevice RequestDevice(WGPUAdapter& adapter) +{ + WGPUDevice local_device; + WGPURequestDeviceCallbackInfo deviceCallbackInfo = {}; + deviceCallbackInfo.callback = handle_request_device; + deviceCallbackInfo.userdata1 = &local_device; + wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo); + IM_ASSERT(local_device && "Error on Device request"); + return local_device; +} +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU + +static bool InitWGPU(SDL_Window* window) +{ + WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities + + // Google DAWN backend: Adapter and Device acquisition, Surface creation +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + wgpu::InstanceDescriptor instance_desc = {}; + static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny; + instance_desc.requiredFeatureCount = 1; + instance_desc.requiredFeatures = &timedWaitAny; + wgpu::Instance instance = wgpu::CreateInstance(&instance_desc); + + wgpu::Adapter adapter = RequestAdapter(instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get()); + + wgpu_device = RequestDevice(instance, adapter); + + // Create the surface. +#ifdef __EMSCRIPTEN__ + wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {}; + canvas_desc.selector = "#canvas"; + + wgpu::SurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &canvas_desc; + wgpu::Surface surface = instance.CreateSurface(&surface_desc); +#else + wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window); +#endif + if (!surface) + return false; + + // Moving Dawn objects into WGPU handles + wgpu_instance = instance.MoveToCHandle(); + wgpu_surface = surface.MoveToCHandle(); + + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; + + // WGPU backend: Adapter and Device acquisition, Surface creation +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + wgpu_instance = wgpuCreateInstance(nullptr); + +#ifdef __EMSCRIPTEN__ + getAdapterAndDeviceViaJS(); + + wgpu_device = emscripten_webgpu_get_device(); + IM_ASSERT(wgpu_device != nullptr && "Error creating the Device"); + + WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; + html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector; + html_surface_desc.selector = "#canvas"; + + WGPUSurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &html_surface_desc.chain; + + // Create the surface. + wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc); + preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */); +#else // __EMSCRIPTEN__ + 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); + + WGPUAdapter adapter = RequestAdapter(wgpu_instance); + ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter); + + wgpu_device = RequestDevice(adapter); + + // Create the surface. + wgpu_surface = CreateWGPUSurface(wgpu_instance, window); + if (!wgpu_surface) + return false; + + WGPUSurfaceCapabilities surface_capabilities = {}; + wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities); + + preferred_fmt = surface_capabilities.formats[0]; +#endif // __EMSCRIPTEN__ +#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU + + wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo; + wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto; + wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment; + wgpu_surface_configuration.width = wgpu_surface_width; + wgpu_surface_configuration.height = wgpu_surface_height; + wgpu_surface_configuration.device = wgpu_device; + wgpu_surface_configuration.format = preferred_fmt; + + wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration); + wgpu_queue = wgpuDeviceGetQueue(wgpu_device); + + return true; +} + +// SDL3 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend +// As of today (2025/10) there is no "official" support in SDL3 to create a surface for WebGPU backend +// This stub uses "low level" SDL3 calls to acquire information from a specific Window Manager. +// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN. +#ifndef __EMSCRIPTEN__ + +#if defined(SDL_PLATFORM_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif + +static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window) +{ + SDL_PropertiesID propertiesID = SDL_GetWindowProperties(window); + + ImGui_ImplWGPU_CreateSurfaceInfo create_info = {}; + create_info.Instance = instance; +#if defined(SDL_PLATFORM_MACOS) + { + create_info.System = "cocoa"; + create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(SDL_PLATFORM_LINUX) + if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) + { + create_info.System = "wayland"; + create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL); + create_info.RawSurface = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } + else if (!SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11")) + { + create_info.System = "x11"; + create_info.RawWindow = (void*)SDL_GetNumberProperty(propertiesID, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0); + create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#elif defined(SDL_PLATFORM_WIN32) + { + create_info.System = "win32"; + create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); + create_info.RawInstance = (void*)::GetModuleHandle(NULL); + return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info); + } +#else +#error "Unsupported WebGPU native platform!" +#endif + return nullptr; +} +#endif // #ifndef __EMSCRIPTEN__ diff --git a/third_party/imgui/examples/example_win32_directx10/main.cpp b/third_party/imgui/examples/example_win32_directx10/main.cpp index 21198da9ae..086935099e 100644 --- a/third_party/imgui/examples/example_win32_directx10/main.cpp +++ b/third_party/imgui/examples/example_win32_directx10/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for DirectX 10 +// Dear ImGui: standalone example application for Windows API + DirectX 10 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -59,6 +62,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX10_Init(g_pd3dDevice); @@ -67,16 +75,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -190,6 +198,7 @@ int main(int, char**) bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain + // This is a basic setup. Optimally could use handle fullscreen mode differently. See #8979 for suggestions. DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; diff --git a/third_party/imgui/examples/example_win32_directx11/main.cpp b/third_party/imgui/examples/example_win32_directx11/main.cpp index 5285df1022..fa3c4883e7 100644 --- a/third_party/imgui/examples/example_win32_directx11/main.cpp +++ b/third_party/imgui/examples/example_win32_directx11/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for DirectX 11 +// Dear ImGui: standalone example application for Windows API + DirectX 11 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -59,6 +62,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -67,16 +75,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -190,6 +198,7 @@ int main(int, char**) bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain + // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions. DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; diff --git a/third_party/imgui/examples/example_win32_directx12/build_win32.bat b/third_party/imgui/examples/example_win32_directx12/build_win32.bat index 68e3c921e3..cb5e8e2737 100644 --- a/third_party/imgui/examples/example_win32_directx12/build_win32.bat +++ b/third_party/imgui/examples/example_win32_directx12/build_win32.bat @@ -1,9 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here. @set OUT_DIR=Debug @set OUT_EXE=example_win32_directx12 @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp @set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib mkdir Debug -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj index 7b64371eff..bb98c4141c 100644 --- a/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj +++ b/third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj @@ -21,7 +21,7 @@ {b4cf9797-519d-4afe-a8f4-5141a6b521d3} example_win32_directx12 - 10.0.18362.0 + 10.0.20348.0 @@ -87,7 +87,7 @@ Level4 Disabled ..\..;..\..\backends;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions) + _UNICODE;UNICODE;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -102,7 +102,7 @@ Level4 Disabled ..\..;..\..\backends;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions) + _UNICODE;UNICODE;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -119,7 +119,7 @@ true true ..\..;..\..\backends;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions) + _UNICODE;UNICODE;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) @@ -138,7 +138,7 @@ true true ..\..;..\..\backends;%(AdditionalIncludeDirectories) - ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions) + _UNICODE;UNICODE;%(PreprocessorDefinitions) /utf-8 %(AdditionalOptions) diff --git a/third_party/imgui/examples/example_win32_directx12/main.cpp b/third_party/imgui/examples/example_win32_directx12/main.cpp index 57a481c710..5a8dc03817 100644 --- a/third_party/imgui/examples/example_win32_directx12/main.cpp +++ b/third_party/imgui/examples/example_win32_directx12/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for DirectX 12 +// Dear ImGui: standalone example application for Windows API + DirectX 12 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -6,15 +6,11 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp -// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. - #include "imgui.h" #include "imgui_impl_win32.h" #include "imgui_impl_dx12.h" #include -#include +#include #include #ifdef _DEBUG @@ -26,51 +22,102 @@ #pragma comment(lib, "dxguid.lib") #endif -#include "imgui_internal.h" +// Config for example app +static const int APP_NUM_FRAMES_IN_FLIGHT = 2; +static const int APP_NUM_BACK_BUFFERS = 2; +static const int APP_SRV_HEAP_SIZE = 64; struct FrameContext { - ID3D12CommandAllocator* CommandAllocator; - UINT64 FenceValue; + ID3D12CommandAllocator* CommandAllocator; + UINT64 FenceValue; +}; + +// Simple free list based allocator +struct ExampleDescriptorHeapAllocator +{ + ID3D12DescriptorHeap* Heap = nullptr; + D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES; + D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu; + D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu; + UINT HeapHandleIncrement; + ImVector FreeIndices; + + void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap) + { + IM_ASSERT(Heap == nullptr && FreeIndices.empty()); + Heap = heap; + D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc(); + HeapType = desc.Type; + HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart(); + HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart(); + HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType); + FreeIndices.reserve((int)desc.NumDescriptors); + for (int n = desc.NumDescriptors; n > 0; n--) + FreeIndices.push_back(n - 1); + } + void Destroy() + { + Heap = nullptr; + FreeIndices.clear(); + } + void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle) + { + IM_ASSERT(FreeIndices.Size > 0); + int idx = FreeIndices.back(); + FreeIndices.pop_back(); + out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement); + out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement); + } + void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle) + { + int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement); + int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement); + IM_ASSERT(cpu_idx == gpu_idx); + FreeIndices.push_back(cpu_idx); + } }; // Data -static int const NUM_FRAMES_IN_FLIGHT = 3; -static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; +static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {}; static UINT g_frameIndex = 0; -static int const NUM_BACK_BUFFERS = 3; static ID3D12Device* g_pd3dDevice = nullptr; static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr; static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr; +static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc; static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr; static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr; static ID3D12Fence* g_fence = nullptr; static HANDLE g_fenceEvent = nullptr; static UINT64 g_fenceLastSignaledValue = 0; static IDXGISwapChain3* g_pSwapChain = nullptr; +static bool g_SwapChainTearingSupport = false; static bool g_SwapChainOccluded = false; static HANDLE g_hSwapChainWaitableObject = nullptr; -static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; -static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; +static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {}; +static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {}; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); -void WaitForLastSubmittedFrame(); -FrameContext* WaitForNextFrameResources(); +void WaitForPendingOperations(); +FrameContext* WaitForNextFrameContext(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -95,27 +142,44 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, - DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, - g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), - g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + + ImGui_ImplDX12_InitInfo init_info = {}; + init_info.Device = g_pd3dDevice; + init_info.CommandQueue = g_pd3dCommandQueue; + init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT; + init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM; + init_info.DSVFormat = DXGI_FORMAT_UNKNOWN; + // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks. + // (current version of the backend will only allocate one descriptor, future versions will need to allocate more) + init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap; + init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); }; + init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); }; + ImGui_ImplDX12_Init(&init_info); + + // Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features. + //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -141,7 +205,7 @@ int main(int, char**) break; // Handle window screen locked - if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) + if ((g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) || ::IsIconic(hwnd)) { ::Sleep(10); continue; @@ -193,7 +257,7 @@ int main(int, char**) // Rendering ImGui::Render(); - FrameContext* frameCtx = WaitForNextFrameResources(); + FrameContext* frameCtx = WaitForNextFrameContext(); UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); frameCtx->CommandAllocator->Reset(); @@ -219,19 +283,17 @@ int main(int, char**) g_pd3dCommandList->Close(); g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue); + frameCtx->FenceValue = g_fenceLastSignaledValue; // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync - //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync + //HRESULT hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); - - UINT64 fenceValue = g_fenceLastSignaledValue + 1; - g_pd3dCommandQueue->Signal(g_fence, fenceValue); - g_fenceLastSignaledValue = fenceValue; - frameCtx->FenceValue = fenceValue; + g_frameIndex++; } - WaitForLastSubmittedFrame(); + WaitForPendingOperations(); // Cleanup ImGui_ImplDX12_Shutdown(); @@ -250,10 +312,11 @@ int main(int, char**) bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain + // This is a basic setup. Optimally could handle fullscreen mode differently. See #8979 for suggestions. DXGI_SWAP_CHAIN_DESC1 sd; { ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = NUM_BACK_BUFFERS; + sd.BufferCount = APP_NUM_BACK_BUFFERS; sd.Width = 0; sd.Height = 0; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -296,7 +359,7 @@ bool CreateDeviceD3D(HWND hWnd) { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.NumDescriptors = APP_NUM_BACK_BUFFERS; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) @@ -304,7 +367,7 @@ bool CreateDeviceD3D(HWND hWnd) SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++) { g_mainRenderTargetDescriptor[i] = rtvHandle; rtvHandle.ptr += rtvDescriptorSize; @@ -314,10 +377,11 @@ bool CreateDeviceD3D(HWND hWnd) { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; - desc.NumDescriptors = 1; + desc.NumDescriptors = APP_SRV_HEAP_SIZE; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) return false; + g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap); } { @@ -329,7 +393,7 @@ bool CreateDeviceD3D(HWND hWnd) return false; } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++) if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) return false; @@ -345,17 +409,27 @@ bool CreateDeviceD3D(HWND hWnd) return false; { - IDXGIFactory4* dxgiFactory = nullptr; + IDXGIFactory5* dxgiFactory = nullptr; IDXGISwapChain1* swapChain1 = nullptr; if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) return false; + + BOOL allow_tearing = FALSE; + dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing)); + g_SwapChainTearingSupport = (allow_tearing == TRUE); + if (g_SwapChainTearingSupport) + sd.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; + if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK) return false; if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) return false; + if (g_SwapChainTearingSupport) + dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER); + swapChain1->Release(); dxgiFactory->Release(); - g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS); g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); } @@ -368,7 +442,7 @@ void CleanupDeviceD3D() CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++) if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; } if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; } if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; } @@ -390,7 +464,7 @@ void CleanupDeviceD3D() void CreateRenderTarget() { - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++) { ID3D12Resource* pBackBuffer = nullptr; g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); @@ -401,49 +475,33 @@ void CreateRenderTarget() void CleanupRenderTarget() { - WaitForLastSubmittedFrame(); + WaitForPendingOperations(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++) if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; } } -void WaitForLastSubmittedFrame() +void WaitForPendingOperations() { - FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue); - UINT64 fenceValue = frameCtx->FenceValue; - if (fenceValue == 0) - return; // No fence was signaled - - frameCtx->FenceValue = 0; - if (g_fence->GetCompletedValue() >= fenceValue) - return; - - g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); - WaitForSingleObject(g_fenceEvent, INFINITE); + g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent); + ::WaitForSingleObject(g_fenceEvent, INFINITE); } -FrameContext* WaitForNextFrameResources() +FrameContext* WaitForNextFrameContext() { - UINT nextFrameIndex = g_frameIndex + 1; - g_frameIndex = nextFrameIndex; - - HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr }; - DWORD numWaitableObjects = 1; - - FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; - UINT64 fenceValue = frameCtx->FenceValue; - if (fenceValue != 0) // means no fence was signaled + FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT]; + if (g_fence->GetCompletedValue() < frame_context->FenceValue) { - frameCtx->FenceValue = 0; - g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); - waitableObjects[1] = g_fenceEvent; - numWaitableObjects = 2; + g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent); + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent }; + ::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE); } + else + ::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE); - WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); - - return frameCtx; + return frame_context; } // Forward declare message handler from imgui_impl_win32.cpp @@ -464,10 +522,11 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) case WM_SIZE: if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED) { - WaitForLastSubmittedFrame(); CleanupRenderTarget(); - HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT); - assert(SUCCEEDED(result) && "Failed to resize swapchain."); + DXGI_SWAP_CHAIN_DESC1 desc = {}; + g_pSwapChain->GetDesc1(&desc); + HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags); + IM_ASSERT(SUCCEEDED(result) && "Failed to resize swapchain."); CreateRenderTarget(); } return 0; diff --git a/third_party/imgui/examples/example_win32_directx9/main.cpp b/third_party/imgui/examples/example_win32_directx9/main.cpp index 422248bcbf..b330efdeb6 100644 --- a/third_party/imgui/examples/example_win32_directx9/main.cpp +++ b/third_party/imgui/examples/example_win32_directx9/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for DirectX 9 +// Dear ImGui: standalone example application for Windows API + DirectX 9 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -28,11 +28,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -57,6 +60,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); @@ -65,16 +73,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat b/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat new file mode 100644 index 0000000000..e9f804f5d0 --- /dev/null +++ b/third_party/imgui/examples/example_win32_opengl3/build_mingw.bat @@ -0,0 +1,8 @@ +@REM Build for MINGW64 or 32 from MSYS2. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_opengl3 +@set INCLUDES=-I../.. -I../../backends +@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp +@set LIBS=-lopengl32 -lgdi32 -ldwmapi +mkdir %OUT_DIR% +g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS% diff --git a/third_party/imgui/examples/example_win32_opengl3/main.cpp b/third_party/imgui/examples/example_win32_opengl3/main.cpp index 594931dca8..8d29c41ca9 100644 --- a/third_party/imgui/examples/example_win32_opengl3/main.cpp +++ b/third_party/imgui/examples/example_win32_opengl3/main.cpp @@ -1,4 +1,4 @@ -// Dear ImGui: standalone example application for Win32 + OpenGL 3 +// Dear ImGui: standalone example application for Windows API + OpenGL // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq @@ -15,7 +15,7 @@ #define WIN32_LEAN_AND_MEAN #endif #include -#include +#include #include // Data stored per platform window @@ -36,11 +36,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize OpenGL if (!CreateDeviceWGL(hwnd, &g_MainWindow)) @@ -67,6 +70,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplWin32_InitForOpenGL(hwnd); ImGui_ImplOpenGL3_Init(); @@ -75,16 +83,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state @@ -108,6 +116,11 @@ int main(int, char**) } if (done) break; + if (::IsIconic(hwnd)) + { + ::Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/third_party/imgui/examples/example_win32_vulkan/build_win32.bat b/third_party/imgui/examples/example_win32_vulkan/build_win32.bat new file mode 100644 index 0000000000..4bfb7cafc6 --- /dev/null +++ b/third_party/imgui/examples/example_win32_vulkan/build_win32.bat @@ -0,0 +1,9 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib + +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/third_party/imgui/examples/example_win32_vulkan/build_win64.bat b/third_party/imgui/examples/example_win32_vulkan/build_win64.bat new file mode 100644 index 0000000000..f8c66f7995 --- /dev/null +++ b/third_party/imgui/examples/example_win32_vulkan/build_win64.bat @@ -0,0 +1,9 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib + +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj b/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj new file mode 100644 index 0000000000..dab8afd4ed --- /dev/null +++ b/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj @@ -0,0 +1,178 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88} + example_win32_directx11 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + vulkan-1.lib;%(AdditionalDependencies) + %VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + vulkan-1.lib;%(AdditionalDependencies) + %VULKAN_SDK%\lib;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + false + /utf-8 %(AdditionalOptions) + + + true + true + true + vulkan-1.lib;%(AdditionalDependencies) + %VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories) + _UNICODE;UNICODE;%(PreprocessorDefinitions) + /utf-8 %(AdditionalOptions) + + + true + true + true + vulkan-1.lib;%(AdditionalDependencies) + %VULKAN_SDK%\lib;%(AdditionalLibraryDirectories) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters b/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters new file mode 100644 index 0000000000..c91a95810c --- /dev/null +++ b/third_party/imgui/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters @@ -0,0 +1,63 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + sources + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + imgui + + + + + + imgui + + + imgui + + + \ No newline at end of file diff --git a/third_party/imgui/examples/example_win32_vulkan/main.cpp b/third_party/imgui/examples/example_win32_vulkan/main.cpp new file mode 100644 index 0000000000..64a8f9f1db --- /dev/null +++ b/third_party/imgui/examples/example_win32_vulkan/main.cpp @@ -0,0 +1,567 @@ +// Dear ImGui: standalone example application for Windows API + Vulkan + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_win32.h" +#define VK_USE_PLATFORM_WIN32_KHR +#include "imgui_impl_vulkan.h" +#include +#include // printf, fprintf +#include // abort +#include + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +#endif + +// Data +static VkAllocationCallbacks* g_Allocator = nullptr; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void check_vk_result(VkResult err) +{ + if (err == VK_SUCCESS) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector& properties, const char* extension) +{ + for (const VkExtensionProperties& p : properties) + if (strcmp(p.extensionName, extension) == 0) + return true; + return false; +} + +static void SetupVulkan(ImVector instance_extensions) +{ + VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkInitialize(); +#endif + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + + // Enumerate available extensions + uint32_t properties_count; + ImVector properties; + vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); + properties.resize(properties_count); + err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); + check_vk_result(err); + + // Enable required extensions + if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) + instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) + { + instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); + create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; + } +#endif + + // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + instance_extensions.push_back("VK_EXT_debug_report"); +#endif + + // Create Vulkan Instance + create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; + create_info.ppEnabledExtensionNames = instance_extensions.Data; + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK + volkLoadInstance(g_Instance); +#endif + + // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT + auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = nullptr; + err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#endif + } + + // Select Physical Device (GPU) + g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance); + IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE); + + // Select graphics queue family + g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + + // Create Logical Device (with 1 queue) + { + ImVector device_extensions; + device_extensions.push_back("VK_KHR_swapchain"); + + // Enumerate physical device extension + uint32_t properties_count; + ImVector properties; + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); + properties.resize(properties_count); + vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME + if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) + device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; + create_info.ppEnabledExtensionNames = device_extensions.Data; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets. + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 0; + for (VkDescriptorPoolSize& pool_size : pool_sizes) + pool_info.maxSets += pool_size.descriptorCount; + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef APP_USE_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) + return; + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + g_SwapChainRebuild = true; + if (err == VK_ERROR_OUT_OF_DATE_KHR) + return; + if (err != VK_SUBOPTIMAL_KHR) + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + + // Create application window + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); + + ImVector extensions; + extensions.push_back("VK_KHR_surface"); + extensions.push_back("VK_KHR_win32_surface"); + SetupVulkan(extensions); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err; + VkWin32SurfaceCreateInfoKHR createInfo = {}; + createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR; + createInfo.hwnd = hwnd; + createInfo.hinstance = ::GetModuleHandle(nullptr); + if (vkCreateWin32SurfaceKHR(g_Instance, &createInfo, nullptr, &surface) != VK_SUCCESS) + { + printf("Failed to create Vulkan surface.\n"); + return 1; + } + + // Show the window + // FIXME: Retrieve client size from window itself. + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, (int)(1280 * main_scale), (int)(800 * main_scale)); + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.Allocator = g_Allocator; + init_info.PipelineInfoMain.RenderPass = wd->RenderPass; + init_info.PipelineInfoMain.Subpass = 0; + init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); + if (!is_minimized) + { + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + FrameRender(wd, draw_data); + FramePresent(wd); + } + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_Device != VK_NULL_HANDLE && wParam != SIZE_MINIMIZED) + { + // Resize swap chain + int fb_width = (UINT)LOWORD(lParam); + int fb_height = (UINT)HIWORD(lParam); + if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProcW(hWnd, msg, wParam, lParam); +} diff --git a/third_party/imgui/examples/imgui_examples.sln b/third_party/imgui/examples/imgui_examples.sln index 071bcbd638..96087aeac0 100644 --- a/third_party/imgui/examples/imgui_examples.sln +++ b/third_party/imgui/examples/imgui_examples.sln @@ -29,6 +29,20 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" 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}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_directx11", "example_sdl3_directx11\example_sdl3_directx11.vcxproj", "{009DAC16-1A9C-47BE-9770-A30A046E8090}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_null", "example_null\example_null.vcxproj", "{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 @@ -141,6 +155,62 @@ Global {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32 {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64 {0C0B2BEA-311F-473C-9652-87923EF639E3}.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 + {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64 + {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32 + {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32 + {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64 + {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.ActiveCfg = Debug|Win32 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.Build.0 = Debug|Win32 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.ActiveCfg = Debug|x64 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.Build.0 = Debug|x64 + {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.ActiveCfg = Release|Win32 + {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 + {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 + {663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.Build.0 = Debug|x64 + {663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.ActiveCfg = Release|Win32 + {663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.Build.0 = Release|Win32 + {663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.ActiveCfg = Release|x64 + {663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.Build.0 = Release|x64 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.ActiveCfg = Debug|Win32 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.Build.0 = Debug|Win32 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.ActiveCfg = Debug|x64 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.Build.0 = Debug|x64 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.ActiveCfg = Release|Win32 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.Build.0 = Release|Win32 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.ActiveCfg = Release|x64 + {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.Build.0 = Release|x64 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.ActiveCfg = Debug|Win32 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.Build.0 = Debug|Win32 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.ActiveCfg = Debug|x64 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.Build.0 = Debug|x64 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.ActiveCfg = Release|Win32 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64 + {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.ActiveCfg = Debug|Win32 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.Build.0 = Debug|Win32 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.ActiveCfg = Debug|x64 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.Build.0 = Debug|x64 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.ActiveCfg = Release|Win32 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.Build.0 = Release|Win32 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.ActiveCfg = Release|x64 + {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.Build.0 = Release|x64 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|Win32.ActiveCfg = Debug|Win32 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|Win32.Build.0 = Debug|Win32 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|x64.ActiveCfg = Debug|x64 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|x64.Build.0 = Debug|x64 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|Win32.ActiveCfg = Release|Win32 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|Win32.Build.0 = Release|Win32 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|x64.ActiveCfg = Release|x64 + {1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h b/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h index 05cf60fed7..8c4c48ecf0 100644 --- a/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h +++ b/third_party/imgui/examples/libs/emscripten/emscripten_mainloop_stub.h @@ -17,20 +17,21 @@ // - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. // This worked, but it made us lose all the nice things we had... -// Since only about 3 examples really need to run with Emscripten, here's our solution: +// Since only about 4 examples really need to run with Emscripten, here's our solution: // - Use some weird macros and capturing lambda to turn a loop in main() into a function. // - Hide all that crap in this file so it doesn't make our examples unusually ugly. // As a stance and principle of Dear ImGui development we don't use C++ headers and we don't // want to suggest to the newcomer that we would ever use C++ headers as this would affect // the initial judgment of many of our target audience. // - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ +// - The do { } while (0) is to allow our code calling continue in the main loop. #ifdef __EMSCRIPTEN__ #include #include static std::function MainLoopForEmscriptenP; static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } -#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() -#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) +#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do +#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) #else #define EMSCRIPTEN_MAINLOOP_BEGIN #define EMSCRIPTEN_MAINLOOP_END diff --git a/third_party/imgui/examples/libs/usynergy/uSynergy.h b/third_party/imgui/examples/libs/usynergy/uSynergy.h index 2d7f9fa155..2b4d779b63 100644 --- a/third_party/imgui/examples/libs/usynergy/uSynergy.h +++ b/third_party/imgui/examples/libs/usynergy/uSynergy.h @@ -336,7 +336,7 @@ typedef struct uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */ uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */ - /* State data, used internall by client, initialized by uSynergyInit() */ + /* State data, used internally by client, initialized by uSynergyInit() */ uSynergyBool m_connected; /* Is our socket connected? */ uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */ uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */ diff --git a/third_party/imgui/imconfig.h b/third_party/imgui/imconfig.h index d556cbaf1b..c6d9b8d5f8 100644 --- a/third_party/imgui/imconfig.h +++ b/third_party/imgui/imconfig.h @@ -15,20 +15,21 @@ #pragma once //---- Define assertion handler. Defaults to calling assert(). -// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. -// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() -// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. -//#define IMGUI_API __declspec( dllexport ) -//#define IMGUI_API __declspec( dllimport ) +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. //---- Disable all of Dear ImGui or don't implement standard windows/tools. // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. @@ -42,21 +43,29 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert. //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. + //---- Include imgui_user.h at the end of imgui.h as a convenience // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. //#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" -//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. //#define IMGUI_USE_BGRA_PACKED_COLOR +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + //---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 @@ -75,13 +84,16 @@ //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience. // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE -//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) -// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) // Only works in combination with IMGUI_ENABLE_FREETYPE. -// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG //#define IMGUI_ENABLE_FREETYPE_LUNASVG //---- Use stb_truetype to build and rasterize the font atlas (default) @@ -119,6 +131,10 @@ //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() +//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set. +// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use) +//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID diff --git a/third_party/imgui/imgui.cpp b/third_party/imgui/imgui.cpp index 31220bdf28..2bb3ad3d97 100644 --- a/third_party/imgui/imgui.cpp +++ b/third_party/imgui/imgui.cpp @@ -1,31 +1,33 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (main code and documentation) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui -// - Releases & changelog ....... https://github.com/ocornut/imgui/releases -// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!) +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) -// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - 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_manual_online/manual/imgui_manual.html (w/ source code browser) -// For first-time users having issues compiling/linking/running/loading fonts: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. -// Copyright (c) 2014-2024 Omar Cornut +// Copyright (c) 2014-2025 Omar Cornut // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. @@ -52,7 +54,7 @@ DOCUMENTATION - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING CUSTOM BACKEND / CUSTOM ENGINE - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) @@ -63,7 +65,7 @@ CODE // [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) @@ -77,14 +79,16 @@ CODE // [SECTION] RENDER HELPERS // [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] FONTS, TEXTURES // [SECTION] ID STACK // [SECTION] INPUTS -// [SECTION] ERROR CHECKING +// [SECTION] ERROR CHECKING, STATE RECOVERY // [SECTION] ITEM SUBMISSION // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS +// [SECTION] WINDOW FOCUS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING @@ -119,7 +123,7 @@ CODE Designed primarily for developers and content-creators, not the typical end-user! Some of the current weaknesses (which we aim to address in the future) includes: - - Doesn't look fancy. + - Doesn't look fancy by default. - Limited layout features, intricate layouts are typically crafted in code. @@ -128,7 +132,7 @@ CODE - MOUSE CONTROLS - Mouse wheel: Scroll vertically. - - SHIFT+Mouse wheel: Scroll horizontally. + - Shift+Mouse wheel: Scroll horizontally. - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - Click ^, Double-Click title: Collapse window. - Drag on corner/border: Resize window (double-click to auto fit window to its contents). @@ -136,22 +140,24 @@ CODE - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). - TEXT EDITOR - - Hold SHIFT or Drag Mouse: Select text. - - CTRL+Left/Right: Word jump. - - CTRL+Shift+Left/Right: Select words. - - CTRL+A or Double-Click: Select All. - - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. - - CTRL+Z, CTRL+Y: Undo, Redo. + - Hold Shift or Drag Mouse: Select text. + - Ctrl+Left/Right: Word jump. + - Ctrl+Shift+Left/Right: Select words. + - Ctrl+A or Double-Click: Select All. + - Ctrl+X, Ctrl+C, Ctrl+V: Use OS clipboard. + - Ctrl+Z Undo. + - Ctrl+Y or Ctrl+Shift+Z: Redo. - ESCAPE: Revert text to its original value. - - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + - On macOS, controls are automatically adjusted to match standard macOS text editing and behaviors. + (for 99% of shortcuts, Ctrl is replaced by Cmd on macOS). - KEYBOARD CONTROLS - Basic: - - Tab, SHIFT+Tab Cycle through text editable fields. - - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. - - CTRL+Click Input text into a Slider or Drag widget. + - Tab, Shift+Tab Cycle through text editable fields. + - Ctrl+Tab, Ctrl+Shift+Tab Cycle through windows. + - Ctrl+Click Input text into a Slider or Drag widget. - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: - - Tab, SHIFT+Tab: Cycle through every items. + - Tab, Shift+Tab: Cycle through every items. - Arrow keys Move through items using directional navigation. Tweak value. - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). - Enter Activate item (prefer text input when possible). @@ -160,7 +166,7 @@ CODE - Page Up, Page Down Previous page, next page. - 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. + - Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving. - 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. @@ -174,7 +180,6 @@ CODE - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. @@ -183,8 +188,8 @@ CODE - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) in order to share your PC mouse/keyboard. - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. - Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) @@ -197,7 +202,7 @@ CODE READ FIRST ---------- - - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Remember to check the wonderful Wiki: https://github.com/ocornut/imgui/wiki - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. @@ -271,7 +276,8 @@ CODE HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- - EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + + USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts @@ -296,7 +302,7 @@ CODE // Any application code here ImGui::Text("Hello, world!"); - // Render dear imgui into screen + // Render dear imgui into framebuffer ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); @@ -307,26 +313,36 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. - // Application init: create a dear imgui context, setup some options, load fonts + +USING CUSTOM BACKEND / CUSTOM ENGINE +------------------------------------ + +IMPLEMENTING YOUR PLATFORM BACKEND: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions. + -> the Platform backends in impl_impl_XXX.cpp files contain many implementations. + +IMPLEMENTING YOUR RenderDrawData() function: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function. + +IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function. + + Basic application/backend skeleton: + + // Application init: create a Dear ImGui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. - // TODO: Fill optional fields of the io structure later. + // TODO: set io.ConfigXXX values, e.g. + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls + // TODO: Load TTF/OTF fonts if you don't want to use the default font. - - // Build and load the texture atlas into a texture - // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) - int width, height; - unsigned char* pixels = nullptr; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // At this point you've got the texture data and you need to upload that to your graphic system: - // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. - MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->SetTexID((void*)texture); + io.Fonts->AddFontFromFileTTF("NotoSans.ttf"); // Application main loop while (true) @@ -349,77 +365,25 @@ CODE MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); MyGameRender(); // may use any Dear ImGui functions as well! - // Render dear imgui, swap buffers + // End the dear imgui frame // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) - ImGui::EndFrame(); + ImGui::EndFrame(); // this is automatically called by Render(), but available ImGui::Render(); + + // Update textures ImDrawData* draw_data = ImGui::GetDrawData(); - MyImGuiRenderFunction(draw_data); + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // Render dear imgui contents, swap buffers + MyImGuiBackend_RenderDrawData(draw_data); SwapBuffers(); } // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, - you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. - - - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - --------------------------------------------- - The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - - void MyImGuiRenderFunction(ImDrawData* draw_data) - { - // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled - // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. - // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. - ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // We are using scissoring to clip some objects. All low-level graphics API should support it. - // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches - // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space: - // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size - // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. - // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. - // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); - - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); - - // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); - } - } - } - } API BREAKING CHANGES @@ -430,6 +394,195 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2025/11/06 (1.92.5) - BeginChild: commented out some legacy names which were obsoleted in 1.90.0 (Nov 2023), 1.90.9 (July 2024), 1.91.1 (August 2024): + - ImGuiChildFlags_Border --> ImGuiChildFlags_Borders + - ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + - ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) + - 2025/11/06 (1.92.5) - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022): + - ImGuiKey_ModCtrl --> ImGuiMod_Ctrl + - ImGuiKey_ModShift --> ImGuiMod_Shift + - ImGuiKey_ModAlt --> ImGuiMod_Alt + - ImGuiKey_ModSuper --> ImGuiMod_Super + - 2025/11/06 (1.92.5) - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). Calling io.ClearInputKeys() is enough. + - 2025/11/06 (1.92.5) - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead. + - 2025/10/14 (1.92.4) - TreeNode, Selectable, Clipper: commented out legacy names which were obsoleted in 1.89.7 (July 2023) and 1.89.9 (Sept 2023); + - ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap + - ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap + - ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex() + - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) + - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete). + - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM + to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150) + - Incorrect way to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Correct ways to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. + - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED. + IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/ + As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+). + If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes. + - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this! + - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required. + - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch. + - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has a REQUIRED size parameter. + - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize). + - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value. + - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site. + - Kept inline single parameter function. Will obsolete. + - Fonts: **IMPORTANT** on Font Merging: + - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph. + Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font. + - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before! + - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. + After the update and when using a new backend, those glyphs may now loaded from Font Source 1! + - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source: + // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range + static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + ImFontConfig cfg1; + cfg1.GlyphExcludeRanges = exclude_ranges; + io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + // Add Font Source 2, which expects to use the range above + ImFontConfig cfg2; + cfg2.MergeMode = true; + io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. + - Fonts: **IMPORTANT** on Thread Safety: + - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded. + - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont(). + - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". + - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. + - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete). + - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling. + - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese(). + - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't. + - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors. + - Fonts: obsoleted ImFont::Scale which is not useful anymore. + - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[] + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance(). + - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels(). + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.) + - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader(). + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader() + - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1] + - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h. + - old: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + - new; + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. + - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). + - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more. + - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition() + - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function. + - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete). + - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092) + - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead. + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387) + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. + - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); @@ -482,6 +635,7 @@ CODE - new: BeginChild("Name", size, ImGuiChildFlags_Border) - old: BeginChild("Name", size, false) - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); @@ -573,7 +727,7 @@ CODE - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO. - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() @@ -581,10 +735,10 @@ CODE - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] note: for all calls to IO new functions, the Dear ImGui context should be bound/current. read https://github.com/ocornut/imgui/issues/4921 for details. - - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes). - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. @@ -676,7 +830,7 @@ CODE - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)) - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding @@ -793,7 +947,7 @@ CODE - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). @@ -918,6 +1072,7 @@ CODE associated with it. Q: What is this library called? + Q: What is the difference between Dear ImGui and traditional UI toolkits? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.com/faq for details. @@ -1015,7 +1170,7 @@ CODE #endif // [Windows] OS specific includes (optional) -#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_WIN32_FUNCTIONS #endif #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) @@ -1030,10 +1185,11 @@ CODE #else #include #endif -#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES) +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) // The UWP and GDK Win32 API subsets don't support clipboard nor IME functions #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif #endif @@ -1062,46 +1218,52 @@ CODE #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif // Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction. #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. +static const float FONT_DEFAULT_SIZE = 20.0f; + +// When using Ctrl+Tab (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear - static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. - -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) -static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Tooltip offset -static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -1120,19 +1282,25 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSetti static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); -// Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx); -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text); -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); namespace ImGui { // Item static void ItemHandleShortcut(ImGuiID id); +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + // Navigation static void NavUpdate(); static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); static void NavUpdateCreateMoveRequest(); @@ -1141,22 +1309,24 @@ static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavUpdateCreateWrappingRequest(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavItemData* result); +static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); +static ImGuiInputSource NavCalcPreferredRefPosSource(); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); -static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static void UpdateDebugToolItemPicker(); -static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolItemPathQuery(); static void UpdateDebugToolFlashStyleColor(); +#endif // Inputs static void UpdateKeyboardInputs(); @@ -1165,14 +1335,19 @@ static void UpdateMouseWheel(); static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc +static void UpdateFontsNewFrame(); +static void UpdateFontsEndFrame(); +static void UpdateTexturesNewFrame(); +static void UpdateTexturesEndFrame(); static void UpdateSettings(); -static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static int UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgrounds(); static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); +static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect); // Viewports const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. @@ -1223,16 +1398,21 @@ static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { + FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame. + FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. WindowPadding = ImVec2(8,8); // Padding within a window WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. @@ -1251,19 +1431,31 @@ ImGuiStyle::ImGuiStyle() ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + ScrollbarPadding = 2.0f; // Padding of scrollbar grab within its frame (same for both axises) GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. - TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + ImageBorderSize = 0.0f; // Thickness of border around tabs. + TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + 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. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone; + TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding = 0.0f; // Radius of the drag and drop target frame. + DragDropTargetBorderSize = 2.0f; // Thickness of the drag and drop target border. + DragDropTargetPadding = 3.0f; // Size to expand the drag and drop target from actual target item size. 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. - SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText() + 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). SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. @@ -1282,17 +1474,24 @@ ImGuiStyle::ImGuiStyle() HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + // [Internal] + _MainScale = 1.0f; + _NextFrameFontSizeBase = 0.0f; + // Default theme ImGui::StyleColorsDark(this); } -// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. + +// Scale all spacing/padding/thickness values. Do not scale fonts. // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { + _MainScale *= scale_factor; WindowPadding = ImTrunc(WindowPadding * scale_factor); WindowRounding = ImTrunc(WindowRounding * scale_factor); WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); ChildRounding = ImTrunc(ChildRounding * scale_factor); PopupRounding = ImTrunc(PopupRounding * scale_factor); FramePadding = ImTrunc(FramePadding * scale_factor); @@ -1305,11 +1504,21 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + ScrollbarPadding = ImTrunc(ScrollbarPadding * scale_factor); GrabMinSize = ImTrunc(GrabMinSize * scale_factor); GrabRounding = ImTrunc(GrabRounding * scale_factor); LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); TabRounding = ImTrunc(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor); + TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor); + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor); + DragDropTargetRounding = ImTrunc(DragDropTargetRounding * scale_factor); + DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor); + DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor); SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); @@ -1330,23 +1539,24 @@ ImGuiIO::ImGuiIO() IniSavingRate = 5.0f; IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). LogFilename = "imgui_log.txt"; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int i = 0; i < ImGuiKey_COUNT; i++) - KeyMap[i] = -1; -#endif UserData = NULL; Fonts = NULL; - FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + FontGlobalScale = 1.0f; // Use style.FontScaleMain instead! +#endif DisplayFramebufferScale = ImVec2(1.0f, 1.0f); - MouseDoubleClickTime = 0.30f; - MouseDoubleClickMaxDist = 6.0f; - MouseDragThreshold = 6.0f; - KeyRepeatDelay = 0.275f; - KeyRepeatRate = 0.050f; + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; // Miscellaneous options MouseDrawCursor = false; @@ -1361,15 +1571,31 @@ ImGuiIO::ImGuiIO() ConfigDragClickToInputText = false; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; ConfigDebugBeginReturnValueOnce = false; ConfigDebugBeginReturnValueLoop = false; + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + // Platform Functions // Note: Initialize() will setup default clipboard/ime handlers. BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - PlatformLocaleDecimalPoint = '.'; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); @@ -1378,8 +1604,6 @@ ImGuiIO::ImGuiIO() for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } AppAcceptingEvents = true; - BackendUsingLegacyKeyArrays = (ImS8)-1; - BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. @@ -1437,14 +1661,15 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) AddInputCharacter((unsigned)cp); } -void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +void ImGuiIO::AddInputCharactersUTF8(const char* str) { if (!AppAcceptingEvents) return; - while (*utf8_chars != 0) + const char* str_end = str + strlen(str); + while (*str != 0) { unsigned int c = 0; - utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + str += ImTextCharFromUtf8(&c, str, str_end); AddInputCharacter(c); } } @@ -1460,16 +1685,15 @@ void ImGuiIO::ClearEventsQueue() // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. void ImGuiIO::ClearInputKeys() { -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - memset(KeysDown, 0, sizeof(KeysDown)); -#endif - for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) { - if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET))) + if (ImGui::IsMouseKey((ImGuiKey)key)) continue; - KeysData[n].Down = false; - KeysData[n].DownDuration = -1.0f; - KeysData[n].DownDurationPrev = -1.0f; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; } KeyCtrl = KeyShift = KeyAlt = KeySuper = false; KeyMods = ImGuiMod_None; @@ -1480,7 +1704,7 @@ void ImGuiIO::ClearInputMouse() { for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) { - ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; key_data->Down = false; key_data->DownDuration = -1.0f; key_data->DownDurationPrev = -1.0f; @@ -1494,15 +1718,6 @@ void ImGuiIO::ClearInputMouse() MouseWheel = MouseWheelH = 0.0f; } -// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. -// Current frame character buffer is now also cleared by ClearInputKeys(). -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGuiIO::ClearInputCharacters() -{ - InputQueueCharacters.resize(0); -} -#endif - static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) { ImGuiContext& g = *ctx; @@ -1547,17 +1762,6 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } } - // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - if (BackendUsingLegacyKeyArrays == -1) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - BackendUsingLegacyKeyArrays = 0; -#endif - if (ImGui::IsGamepadKey(key)) - BackendUsingLegacyNavInputArray = false; - // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); @@ -1593,20 +1797,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native return; IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 - IM_UNUSED(native_keycode); // Yet unused - IM_UNUSED(native_scancode); // Yet unused - - // Build native->imgui map so old user code can still call key functions with native 0..511 values. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; - if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) - return; - KeyMap[legacy_key] = key; - KeyMap[key] = legacy_key; -#else - IM_UNUSED(key); - IM_UNUSED(native_legacy_index); -#endif + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused } // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. @@ -1653,7 +1847,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) { - // Order of both statements matterns: this event will still release mouse button 1 + // Order of both statements matters: this event will still release mouse button 1 mouse_button = 1; if (!down) MouseCtrlLeftAsRightClick = false; @@ -1737,6 +1931,13 @@ void ImGuiIO::AddFocusEvent(bool focused) g.InputEventsQueue.push_back(e); } +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- @@ -1881,21 +2082,27 @@ void ImStrncpy(char* dst, const char* src, size_t count) if (count < 1) return; if (count > 1) - strncpy(dst, src, count - 1); + strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array dst[count - 1] = 0; } char* ImStrdup(const char* str) { - size_t len = strlen(str); + size_t len = ImStrlen(str); void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } +void* ImMemdup(const void* src, size_t size) +{ + void* dst = IM_ALLOC(size); + return memcpy(dst, src, size); +} + char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { - size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; - size_t src_size = strlen(src) + 1; + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; if (dst_buf_size < src_size) { IM_FREE(dst); @@ -1908,7 +2115,7 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) const char* ImStrchrRange(const char* str, const char* str_end, char c) { - const char* p = (const char*)memchr(str, (int)c, str_end - str); + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); return p; } @@ -1923,12 +2130,13 @@ int ImStrlenW(const ImWchar* str) // Find end-of-line. Return pointer will point to either first \n, either str_end. const char* ImStreolRange(const char* str, const char* str_end) { - const char* p = (const char*)memchr(str, '\n', str_end - str); + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); return p ? p : str_end; } -const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line { + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; return buf_mid_line; @@ -1937,7 +2145,7 @@ const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) { if (!needle_end) - needle_end = needle + strlen(needle); + needle_end = needle + ImStrlen(needle); const char un0 = (char)ImToUpper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) @@ -2045,6 +2253,10 @@ void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, va_end(args); } +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) { ImGuiContext& g = *GImGui; @@ -2054,7 +2266,7 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, if (buf == NULL) buf = "(null)"; *out_buf = buf; - if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } } else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) { @@ -2076,11 +2288,14 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, } } +#ifndef IMGUI_ENABLE_SSE4_2_CRC // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. static const ImU32 GCrc32LookupTable[256] = { +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, @@ -2097,7 +2312,27 @@ static const ImU32 GCrc32LookupTable[256] = 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif }; +#endif // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. @@ -2106,10 +2341,22 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; - while (data_size-- != 0) + while (data < data_end) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif } // Zero-terminated string hash, with support for ### to reset back to seed value @@ -2123,7 +2370,9 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) seed = ~seed; ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; +#endif if (data_size != 0) { while (data_size-- != 0) @@ -2131,7 +2380,11 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) unsigned char c = *data++; if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif } } else @@ -2140,12 +2393,27 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif } } return ~crc; } +// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() +// FIXME-OPT: This is not designed to be optimal. Use with care. +const char* ImHashSkipUncontributingPrefix(const char* label) +{ + const char* result = label; + while (unsigned char c = *label++) + if (c == '#' && label[0] == '#' && label[1] == '#') + result = label - 1; + return result; +} + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (File functions) //----------------------------------------------------------------------------- @@ -2155,7 +2423,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) ImFileHandle ImFileOpen(const char* filename, const char* mode) { -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); @@ -2245,6 +2513,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int len = lengths[*(const unsigned char*)in_text >> 3]; int wanted = len + (len ? 0 : 1); + // IMPORTANT: if in_text_end == NULL it assume we have enough space! if (in_text_end == NULL) in_text_end = in_text + wanted; // Max length, nulls will be taken into account. @@ -2267,7 +2536,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int e = 0; e = (*out_char < mins[len]) << 6; // non-canonical encoding e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? - e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) e |= (s[1] & 0xc0) >> 2; e |= (s[2] & 0xc0) >> 4; e |= (s[3] ) >> 6; @@ -2351,11 +2620,11 @@ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int return 0; } -const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +int ImTextCharToUtf8(char out_buf[5], unsigned int c) { int count = ImTextCharToUtf8_inline(out_buf, 5, c); out_buf[count] = 0; - return out_buf; + return count; } // Not optimal but we very rarely use this function. @@ -2404,25 +2673,37 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e return bytes_count; } -const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p) { - while (in_text_curr > in_text_start) + while (in_p > in_text_start) { - in_text_curr--; - if ((*in_text_curr & 0xC0) != 0x80) - return in_text_curr; + in_p--; + if ((*in_p & 0xC0) != 0x80) + return in_p; } return in_text_start; } +const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p) +{ + if (in_text_start == in_p) + return in_text_start; + const char* prev = ImTextFindPreviousUtf8Codepoint(in_text_start, in_p); + unsigned int prev_c; + int prev_c_len = ImTextCharFromUtf8(&prev_c, prev, in_text_end); + if (prev_c != IM_UNICODE_CODEPOINT_INVALID && prev_c_len <= (int)(in_p - prev)) + return in_p; + return prev; +} + int ImTextCountLines(const char* in_text, const char* in_text_end) { if (in_text_end == NULL) - in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. int count = 0; while (in_text < in_text_end) { - const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); in_text = line_end ? line_end + 1 : in_text_end; count++; } @@ -2542,6 +2823,7 @@ ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_ return in_p; } +IM_MSVC_RUNTIME_CHECKS_OFF static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. @@ -2559,7 +2841,7 @@ void ImGuiStorage::BuildSortByKey() int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_i; } @@ -2572,7 +2854,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_f; } @@ -2580,7 +2862,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return NULL; return it->val_p; } @@ -2589,7 +2871,7 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2602,7 +2884,7 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } @@ -2610,7 +2892,7 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } @@ -2619,7 +2901,7 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) void ImGuiStorage::SetInt(ImGuiID key, int val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_i = val; @@ -2633,7 +2915,7 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_f = val; @@ -2642,7 +2924,7 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_p = val; @@ -2653,6 +2935,7 @@ void ImGuiStorage::SetAllInt(int v) for (int i = 0; i < Data.Size; i++) Data[i].val_i = v; } +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiTextFilter @@ -2701,7 +2984,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector= 0 && new_size >= old_size && new_size >= EndOffset); if (old_size == new_size) return; if (EndOffset == 0 || base[EndOffset - 1] == '\n') - LineOffsets.push_back(EndOffset); + Offsets.push_back(EndOffset); const char* base_end = base + new_size; - for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; ) if (++p < base_end) // Don't push a trailing offset on last \n - LineOffsets.push_back((int)(intptr_t)(p - base)); + Offsets.push_back((int)(intptr_t)(p - base)); EndOffset = ImMax(EndOffset, new_size); } +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper @@ -2870,7 +3155,7 @@ static void ImGuiListClipper_SortAndFuseRanges(ImVector& } } -static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(ImGuiListClipper* clipper, float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. @@ -2888,22 +3173,16 @@ static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_ { if (table->IsInsideRow) ImGui::TableEndRow(table); - table->RowPosY2 = window->DC.CursorPos.y; const int row_increase = (int)((off_y / line_height) + 0.5f); - //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() - table->RowBgColorCounter += row_increase; + if (row_increase > 0 && (clipper->Flags & ImGuiListClipperFlags_NoSetTableRowCounters) == 0) // If your clipper item height is != from actual table row height, consider using ImGuiListClipperFlags_NoSetTableRowCounters. See #8886. + { + table->CurrentRow += row_increase; + table->RowBgColorCounter += row_increase; + } + table->RowPosY2 = window->DC.CursorPos.y; } } -static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) -{ - // StartPosY starts from ItemsFrozen hence the subtraction - // Perform the add and multiply with double to allow seeking through larger ranges - ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; - float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); - ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); -} - ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); @@ -2940,6 +3219,7 @@ void ImGuiListClipper::Begin(int items_count, float items_height) data->Reset(this); data->LossynessOffset = window->DC.CursorStartPosLossyness.y; TempData = data; + StartSeekOffsetY = data->LossynessOffset; } void ImGuiListClipper::End() @@ -2950,7 +3230,7 @@ void ImGuiListClipper::End() ImGuiContext& g = *Ctx; IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + SeekCursorForItem(ItemsCount); // Restore temporary buffer and fix back pointers which may be invalidated when nesting IM_ASSERT(data->ListClipper == this); @@ -2974,6 +3254,17 @@ void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); } +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(this, pos_y, ItemsHeight); +} + static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { ImGuiContext& g = *clipper->Ctx; @@ -3024,11 +3315,19 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) if (table) IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); - clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); - bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) + { + // Mitigation/hack for very large range: assume last time height constitute line height. clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. - + window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight); + } + else + { + clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + } + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. } @@ -3037,6 +3336,9 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) const int already_submitted = clipper->DisplayEnd; if (calc_clipping) { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + if (g.LogEnabled) { // If logging is active, do not perform any clipping @@ -3046,8 +3348,13 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { // Add range selected to be included for navigation const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + const int nav_off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int nav_off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; if (is_nav_request) - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + { + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max)); + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max)); + } if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); @@ -3056,10 +3363,26 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); - // Add visible range - const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; - const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // 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. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + // Add main visible range + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, nav_off_min, nav_off_max)); } // Convert position ranges to item index ranges @@ -3083,18 +3406,18 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); - if (clipper->DisplayStart > already_submitted) //-V1051 - ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); data->StepNo++; - if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + if (clipper->DisplayStart >= clipper->DisplayEnd) continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); return true; } // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), // Advance the cursor to the end of the list and then returns 'false' to end the loop. if (clipper->ItemsCount < INT_MAX) - ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); + clipper->SeekCursorForItem(clipper->ItemsCount); return false; } @@ -3104,7 +3427,7 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *Ctx; bool need_items_height = (ItemsHeight <= 0.0f); bool ret = ImGuiListClipper_StepInternal(this); - if (ret && (DisplayStart == DisplayEnd)) + if (ret && (DisplayStart >= DisplayEnd)) ret = false; if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); @@ -3122,6 +3445,13 @@ bool ImGuiListClipper::Step() return ret; } +// Generic helper, equivalent to old ImGui::CalcListClipping() but statelesss +void ImGui::CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end) +{ + *out_visible_start = ImMax((int)((clip_rect.Min.y - pos.y) / items_height), 0); + *out_visible_end = ImMax((int)ImCeil((clip_rect.Max.y - pos.y) / items_height), *out_visible_start); +} + //----------------------------------------------------------------------------- // [SECTION] STYLING //----------------------------------------------------------------------------- @@ -3193,7 +3523,7 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; if (g.ColorStack.Size < count) { - IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!"); + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); count = g.ColorStack.Size; } while (count > 0) @@ -3205,75 +3535,110 @@ void ImGui::PopStyleColor(int count) } } -static const ImGuiDataVarInfo GStyleVarInfo[] = +static const ImGuiStyleVarInfo GStyleVarsInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarPadding) }, // ImGuiStyleVar_ScrollbarPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) }, // ImGuiStyleVar_TabMinWidthBase + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) }, // ImGuiStyleVar_TabMinWidthShrink + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding }; -const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1) { - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; } - IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) + { + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + return; + } + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) { - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; } - IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; } void ImGui::PopStyleVar(int count) @@ -3281,17 +3646,17 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; if (g.StyleVarStack.Size < count) { - IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!"); + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); count = g.StyleVarStack.Size; } while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleVarStack.back(); - const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleVarStack.pop_back(); count--; } @@ -3335,6 +3700,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_ResizeGrip: return "ResizeGrip"; case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_InputTextCursor: return "InputTextCursor"; case ImGuiCol_TabHovered: return "TabHovered"; case ImGuiCol_Tab: return "Tab"; case ImGuiCol_TabSelected: return "TabSelected"; @@ -3351,9 +3717,13 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_TableBorderLight: return "TableBorderLight"; case ImGuiCol_TableRowBg: return "TableRowBg"; case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_TreeLines: return "TreeLines"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; - case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_DragDropTargetBg: return "DragDropTargetBg"; + case ImGuiCol_UnsavedMarker: return "UnsavedMarker"; + case ImGuiCol_NavCursor: return "NavCursor"; case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; @@ -3362,7 +3732,6 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) return "Unknown"; } - //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, @@ -3397,7 +3766,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool else { if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT text_display_end = text_end; } @@ -3415,7 +3784,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end ImGuiWindow* window = g.CurrentWindow; if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT if (text != text_end) { @@ -3427,7 +3796,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList. // Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take // better advantage of the render function taking size into account for coarse clipping. void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) @@ -3474,18 +3843,19 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons } // Another overly complex function until we reorganize everything into a nice all-in-one helper. -// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; if (text_end_full == NULL) text_end_full = FindRenderedTextEnd(text); const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); - //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); - //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); - //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if (text_size.x > pos_max.x - pos_min.x) { @@ -3494,21 +3864,16 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // min max ellipsis_max // <-> this is generally some padding value - const ImFont* font = draw_list->_Data->Font; + ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; - const float font_scale = font_size / font->FontSize; + const float font_scale = draw_list->_Data->FontScale; const char* text_end_ellipsis = NULL; - const float ellipsis_width = font->EllipsisWidth * font_scale; + ImFontBaked* baked = font->GetFontBaked(font_size); + const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale; // We can now claim the space between pos_max.x and ellipsis_max.x const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) - { - // Always display at least 1 character if there's no room for character + ellipsis - text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); - text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; - } while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) { // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) @@ -3517,15 +3882,14 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con } // Render text, render ellipsis - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y); ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); - if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) - for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) - font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); } else { - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); } if (g.LogEnabled) @@ -3533,13 +3897,13 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con } // Render a rectangle shaped with optional rounding and borders -void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); const float border_size = g.Style.FrameBorderSize; - if (border && border_size > 0.0f) + if (borders && border_size > 0.0f) { 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); @@ -3558,24 +3922,26 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } } -void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) { ImGuiContext& g = *GImGui; if (id != g.NavId) return; - if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) + return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) return; ImGuiWindow* window = g.CurrentWindow; if (window->DC.NavHideHighlightOneFrame) return; - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); const float thickness = 2.0f; - if (flags & ImGuiNavHighlightFlags_Compact) + if (flags & ImGuiNavRenderCursorFlags_Compact) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); } else { @@ -3584,7 +3950,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl 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_NavHighlight), rounding, 0, thickness); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); if (!fully_visible) window->DrawList->PopClipRect(); } @@ -3593,26 +3959,34 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { ImGuiContext& g = *GImGui; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas; for (ImGuiViewportP* viewport : g.Viewports) { // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. ImVec2 offset, size, uv[4]; - if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; const ImVec2 pos = base_pos - offset; const float scale = base_scale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); + ImTextureRef tex_ref = font_atlas->TexRef; + draw_list->PushTexture(tex_ref); + draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); + } + draw_list->PopTexture(); } } @@ -3673,7 +4047,7 @@ void ImGui::DestroyContext(ImGuiContext* ctx) IM_DELETE(ctx); } -// IMPORTANT: ###xxx suffixes must be same in ALL languages +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, @@ -3684,8 +4058,241 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, { ImGuiLocKey_WindowingPopup, "(Popup)" }, { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, }; +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + TestEngineHookItems = false; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + Time = 0.0f; + memset(ContextName, 0, sizeof(ContextName)); + + Font = NULL; + FontBaked = NULL; + FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; + FontRasterizerDensity = 1.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + if (shared_font_atlas == NULL) + IO.Fonts->OwnerContext = this; + WithinEndChildID = 0; + TestEngine = NULL; + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflictsId = 0; + DebugHookIdInfoId = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdSource = ImGuiInputSource_None; + ActiveIdWindow = NULL; + ActiveIdMouseButton = -1; + ActiveIdDisabledId = 0; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + GcCompactAll = false; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingWithGamepad = true; + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingInputSource = ImGuiInputSource_None; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropTargetFullViewport = 0; + DragDropAcceptFlagsCurr = DragDropAcceptFlagsPrev = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + InputTextPasswordFontBackupFlags = ImFontFlags_None; + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogLineFirstItem = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +ImGuiContext::~ImGuiContext() +{ + IM_ASSERT(Initialized == false && "Forgot to call DestroyContext()?"); +} + void ImGui::Initialize() { ImGuiContext& g = *GImGui; @@ -3708,11 +4315,11 @@ void ImGui::Initialize() // Setup default localization table LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); - // Setup default platform clipboard/IME handlers. - g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations - g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function) - g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); @@ -3731,6 +4338,18 @@ void ImGui::Initialize() #ifdef IMGUI_HAS_DOCK #endif + // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow. + // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED. +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. + // But this link allows us to facilitate/handle a few edge cases better. + ImFontAtlas* atlas = g.IO.Fonts; + g.DrawListSharedData.Context = &g; + RegisterFontAtlas(atlas); + g.Initialized = true; } @@ -3742,12 +4361,15 @@ void ImGui::Shutdown() IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - if (g.IO.Fonts && g.FontAtlasOwnedByContext) + for (ImFontAtlas* atlas : g.FontAtlases) { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); + UnregisterFontAtlas(atlas); + if (atlas->RefCount == 0) + { + atlas->Locked = false; + IM_DELETE(atlas); + } } - g.IO.Fonts = NULL; g.DrawListSharedData.TempBuffer.clear(); // Cleanup of other data are conditional on actually having initialized Dear ImGui. @@ -3769,7 +4391,7 @@ void ImGui::Shutdown() g.WindowsById.Clear(); g.NavWindow = NULL; g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.ActiveIdWindow = NULL; g.MovingWindow = NULL; g.KeysRoutingTable.Clear(); @@ -3779,7 +4401,7 @@ void ImGui::Shutdown() g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.NavTreeNodeStack.clear(); + g.TreeNodeStack.clear(); g.Viewports.clear_delete(); @@ -3793,9 +4415,13 @@ void ImGui::Shutdown() g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + g.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); + g.InputTextLineIndex.clear(); g.InputTextDeactivatedState.ClearFreeMemory(); g.SettingsWindows.clear(); @@ -3846,7 +4472,6 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) hook.Callback(&g, &hook); } - //----------------------------------------------------------------------------- // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) //----------------------------------------------------------------------------- @@ -3857,23 +4482,24 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL memset(this, 0, sizeof(*this)); Ctx = ctx; Name = ImStrdup(name); - NameBufLen = (int)strlen(name) + 1; + NameBufLen = (int)ImStrlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); MoveId = GetID("#MOVE"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; + AutoFitFramesX = AutoFitFramesY = -1; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; LastTimeActive = -1.0f; - FontWindowScale = 1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = 1.0f; SettingsOffset = -1; DrawList = &DrawListInst; - DrawList->_Data = &Ctx->DrawListSharedData; DrawList->_OwnerName = Name; + DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); } @@ -3888,11 +4514,20 @@ static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking if (window) { - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + bool backup_skip_items = window->SkipItems; + window->SkipItems = false; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + { + ImGuiViewport* viewport = window->Viewport; + g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity() + } + ImGui::UpdateCurrentFontSize(0.0f); + window->SkipItems = backup_skip_items; ImGui::NavUpdateCurrentWindowIsScrollPushableX(); } } @@ -3902,7 +4537,12 @@ void ImGui::GcCompactTransientMiscBuffers() ImGuiContext& g = *GImGui; g.ItemFlagsStack.clear(); g.GroupStack.clear(); + g.InputTextLineIndex.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); TableGcCompactSettings(); + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->CompactCache(); } // Free up/compact internal window buffers, we can use this when a window becomes unused. @@ -3938,20 +4578,27 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // Clear previous active id if (g.ActiveId != 0) { + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + // While most behaved code would make an effort to not steal active id during window move/drag operations, // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) { IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); - g.MovingWindow = NULL; + StopMouseMovingWindow(); } - - // This could be written in a more general way (e.g associate a hook to ActiveId), - // but since this is currently quite an exception we'll leave it as is. - // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId() - if (g.InputTextState.ID == g.ActiveId) - InputTextDeactivateHook(g.ActiveId); } // Set active id @@ -3975,6 +4622,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdFromShortcut = false; + g.ActiveIdDisabledId = 0; if (id) { g.ActiveIdIsAlive = id; @@ -3986,9 +4634,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } void ImGui::ClearActiveID() @@ -4013,20 +4658,24 @@ ImGuiID ImGui::GetHoveredID() void ImGui::MarkItemEdited(ImGuiID id) { - // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // 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; - if (g.LockMarkEdited > 0) + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) return; if (g.ActiveId == id || g.ActiveId == 0) { + // FIXME: Can't we fully rely on LastItemData yet? g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; } // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) - IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id); + // 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; @@ -4082,14 +4731,14 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!"); + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); - if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) { - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; if (!IsItemFocused()) return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; if (flags & ImGuiHoveredFlags_ForTooltip) flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); @@ -4104,8 +4753,6 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if (flags & ImGuiHoveredFlags_ForTooltip) flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); - IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function - // Done with rectangle culling so we can perform heavier checks now // Test if we are hovering the right window (our window could be behind another window) // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) @@ -4119,25 +4766,36 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) // Test if another item is active (e.g. being dragged) const ImGuiID id = g.LastItemData.ID; if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) - return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + { + // When ActiveId == MoveId it means that either: + // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag) + // - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed. + // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId. + bool cancel_is_hovered = true; + if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id)) + cancel_is_hovered = false; + if (cancel_is_hovered) + return false; + } // Test if interactions on this window are blocked by an active popup or modal. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) return false; // Test if the item is disabled - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. if (id == window->MoveId && window->WriteAccessed) return false; // Test if using AllowOverlap and overlapped - if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) if (g.HoveredIdPreviousFrame != g.LastItemData.ID) return false; @@ -4148,7 +4806,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) const float delay = CalcDelayFromHoveredFlags(flags); if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) { - ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) g.HoverItemDelayTimer = 0.0f; g.HoverItemDelayId = hover_delay_id; @@ -4166,16 +4824,29 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return true; } -// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK. +// Returns whether the item was hovered, logic differs slightly from IsItemHovered(). // (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) // FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. // If you used this in your legacy/custom widgets code: -// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'. +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. // - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts + // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflictsId == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + if (g.HoveredWindow != window) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) @@ -4187,7 +4858,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (!g.ActiveIdFromShortcut) return false; - // Done with rectangle culling so we can perform heavier checks now. + // We are done with rectangle culling so we can perform heavier checks now. if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdIsDisabled = true; @@ -4215,7 +4886,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag // Display shortcut (only works with mouse) // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) - if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut)) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); } @@ -4244,7 +4915,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag } #endif - if (g.NavDisableMouseHover) + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) return false; return true; @@ -4265,15 +4936,27 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. -void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; g.LastItemData.ID = item_id; - g.LastItemData.InFlags = in_flags; - g.LastItemData.StatusFlags = item_flags; + g.LastItemData.ItemFlags = item_flags; + g.LastItemData.StatusFlags = status_flags; g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; } +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); +} + +static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect); +} + float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { if (wrap_pos_x < 0.0f) @@ -4334,29 +5017,29 @@ void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr } if (size != (size_t)-1) { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); entry->AllocCount++; info->TotalAllocCount++; - //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr); } else { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); entry->FreeCount++; info->TotalFreeCount++; - //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); } } const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; - return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; } void ImGui::SetClipboardText(const char* text) { ImGuiContext& g = *GImGui; - if (g.IO.SetClipboardTextFn) - g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); } const char* ImGui::GetVersion() @@ -4370,6 +5053,26 @@ ImGuiIO& ImGui::GetIO() return GImGui->IO; } +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { @@ -4405,7 +5108,7 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); - draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushTexture(g.IO.Fonts->TexRef); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; } @@ -4447,7 +5150,8 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); @@ -4459,9 +5163,22 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } +// This is not 100% symetric with StartMouseMovingWindow(). +// We do NOT clear ActiveID, because: +// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. +// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item). +void ImGui::StopMouseMovingWindow() +{ + ImGuiContext& g = *GImGui; + + // [nb: docking branch has more stuff in this function] + + g.MovingWindow = NULL; +} + // Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() @@ -4482,7 +5199,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - g.MovingWindow = NULL; + StopMouseMovingWindow(); ClearActiveID(); } } @@ -4498,41 +5215,52 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } } -// Initiate moving window when clicking on empty space or title bar. +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. // Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { ImGuiContext& g = *GImGui; - if (g.ActiveId != 0 || g.HoveredId != 0) + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) return; // Unless we just made a window/popup appear if (g.NavWindow && g.NavWindow->Appearing) return; + ImGuiWindow* hovered_window = g.HoveredWindow; + // Click on empty space to focus window and start moving // (after we're done with all our widgets) 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* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + 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); - if (root_window != NULL && !is_closed_popup) + if (hovered_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); //-V595 + StartMouseMovingWindow(hovered_window); //-V595 + + // FIXME: In principle we might be able to call StopMouseMovingWindow() below. + // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId. // Cancel moving if clicked outside of title bar - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) - if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) - g.MovingWindow = NULL; + if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly + if (!(hovered_root->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!hovered_root->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; - // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) if (g.HoveredIdIsDisabled) + { g.MovingWindow = NULL; + g.ActiveIdDisabledId = g.HoveredId; + } } - else if (root_window == NULL && g.NavWindow != NULL) + else if (hovered_window == NULL && g.NavWindow != NULL) { // Clicking on void disable focus FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); @@ -4542,13 +5270,13 @@ 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.IO.MouseClicked[1]) + 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. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + bool hovered_window_above_modal = hovered_window && (modal == NULL || IsWindowAbove(hovered_window, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? hovered_window : modal, true); } } @@ -4558,21 +5286,21 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) -void ImGui::UpdateHoveredWindowAndCaptureFlags() +void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. - g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; - FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); g.HoveredWindowBeforeClear = g.HoveredWindow; // Modal windows prevents mouse from hovering behind them. @@ -4627,9 +5355,14 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() } // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) - io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - io.WantCaptureKeyboard = true; + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } if (g.WantCaptureKeyboardNextFrame != -1) // Manual override io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); @@ -4637,7 +5370,8 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data. +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! static void SetupDrawListSharedData() { ImGuiContext& g = *GImGui; @@ -4656,6 +5390,7 @@ static void SetupDrawListSharedData() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments. } void ImGui::NewFrame() @@ -4678,7 +5413,6 @@ void ImGui::NewFrame() UpdateSettings(); g.Time += g.IO.DeltaTime; - g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; @@ -4698,11 +5432,14 @@ void ImGui::NewFrame() // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); + // Update texture list (collect destroyed textures, etc.) + UpdateTexturesNewFrame(); + // Setup current font and draw list shared data - g.IO.Fonts->Locked = true; SetupDrawListSharedData(); - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); + UpdateFontsNewFrame(); + + g.WithinFrameScope = true; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) @@ -4712,6 +5449,12 @@ void ImGui::NewFrame() if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding Ctrl + g.DebugDrawIdConflictsId = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame; + // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; @@ -4722,6 +5465,7 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; g.HoveredIdIsDisabled = false; @@ -4740,11 +5484,8 @@ void ImGui::NewFrame() g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; g.ActiveIdHasBeenEditedThisFrame = false; - g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) g.TempInputId = 0; @@ -4752,24 +5493,10 @@ void ImGui::NewFrame() { g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } - -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (g.ActiveId == 0) - g.ActiveIdUsingNavInputMask = 0; - else if (g.ActiveIdUsingNavInputMask != 0) - { - // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } - // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } - if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) - SetKeyOwner(ImGuiKey_Escape, g.ActiveId); - if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) - IM_ASSERT(0); // Other values unsupported - } -#endif + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; // Record when we have been stationary as this state is preserved while over same item. // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. @@ -4800,14 +5527,6 @@ void ImGui::NewFrame() g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. } - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSource = false; - g.DragDropWithinTarget = false; - g.DragDropHoldJustPressedId = 0; - // Close popups on focus lost (currently wip/opt-in) //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); @@ -4820,35 +5539,36 @@ void ImGui::NewFrame() //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); - // Update gamepad/keyboard navigation + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + if (g.DragDropActive) + { + // Also works when g.ActiveId==0 (aka leftover payload in progress, no active id) + // You may disable this externally by hijacking the input route: + // 'if (GetDragDropPayload() != NULL) { Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive); } + // but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey_Escape) afterwards. + ImGuiID owner_id = g.ActiveId ? g.ActiveId : ImHashStr("##DragDropCancelHandler"); + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal, owner_id)) + { + ClearActiveID(); + ClearDragDrop(); + } + } + g.TooltipPreviousWindow = NULL; + + // Update keyboard/gamepad navigation NavUpdate(); // Update mouse input state UpdateMouseInputs(); - // Find hovered window - // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) - UpdateHoveredWindowAndCaptureFlags(); - - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) - UpdateMouseMovingWindowNewFrame(); - - // Background darkening/whitening - if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) - g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); - else - g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); - - g.MouseCursor = ImGuiMouseCursor_Arrow; - g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - - // Platform IME data: reset for the frame - g.PlatformImeDataPrev = g.PlatformImeData; - g.PlatformImeData.WantVisible = false; - - // Mouse wheel scrolling, scale - UpdateMouseWheel(); - // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; @@ -4865,6 +5585,30 @@ void ImGui::NewFrame() GcCompactTransientWindowBuffers(window); } + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + // Garbage collect transient buffers of recently unused tables for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) @@ -4885,13 +5629,14 @@ void ImGui::NewFrame() g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); - g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); g.GroupStack.resize(0); // [DEBUG] Update debug features #ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); - UpdateDebugToolStackQueries(); + UpdateDebugToolItemPathQuery(); UpdateDebugToolFlashStyleColor(); if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) { @@ -4914,6 +5659,10 @@ void ImGui::NewFrame() Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, // allowing to validate correct Begin/End behavior in user code. #ifndef IMGUI_DISABLE_DEBUG_TOOLS @@ -5013,6 +5762,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) draw_data->DisplaySize = viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; draw_data->OwnerViewport = viewport; + draw_data->Textures = &ImGui::GetPlatformIO().Textures; } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. @@ -5021,6 +5771,8 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) // - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): // some frequently called functions which to modify both channels and clipping simultaneously tend to use the // more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) { ImGuiWindow* window = GetCurrentWindow(); @@ -5098,10 +5850,10 @@ static void ImGui::RenderDimmedBackgrounds() } else if (dim_bg_for_window_list) { - // Draw dimming behind CTRL+Tab target window + // Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); - // Draw border around CTRL+Tab target window + // Draw border around Ctrl+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; ImGuiViewport* viewport = GetMainViewport(); float distance = g.FontSize; @@ -5112,7 +5864,7 @@ static void ImGui::RenderDimmedBackgrounds() if (window->DrawList->CmdBuffer.Size == 0) window->DrawList->AddDrawCmd(); window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI window->DrawList->PopClipRect(); } } @@ -5126,20 +5878,30 @@ void ImGui::EndFrame() // Don't process EndFrame() multiple times. if (g.FrameCountEnded == g.FrameCount) return; - IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + if (!g.WithinFrameScope) + { + IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?"); + return; + } CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) ImGuiPlatformImeData* ime_data = &g.PlatformImeData; - if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { - IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch ImGuiViewport* viewport = GetMainViewport(); - g.IO.SetPlatformImeDataFn(viewport, ime_data); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y, viewport->ID); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } + g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; @@ -5147,7 +5909,7 @@ void ImGui::EndFrame() g.CurrentWindow->Active = false; End(); - // Update navigation: CTRL+Tab, wrap-around requests + // Update navigation: Ctrl+Tab, wrap-around requests NavEndFrame(); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) @@ -5164,7 +5926,7 @@ void ImGui::EndFrame() // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot // (e.g. end of your item loop, or before EndFrame) by reading payload data. // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { g.DragDropWithinSource = true; SetTooltip("..."); @@ -5174,6 +5936,7 @@ void ImGui::EndFrame() // End frame g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; + UpdateFontsEndFrame(); // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); @@ -5194,8 +5957,11 @@ void ImGui::EndFrame() g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; + UpdateTexturesEndFrame(); + // Unlock font atlas - g.IO.Fonts->Locked = false; + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = false; // Clear Input data for next frame g.IO.MousePosPrev = g.IO.MousePos; @@ -5207,7 +5973,7 @@ void ImGui::EndFrame() } // Prepare the data for rendering so you can call GetDrawData() -// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all: // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { @@ -5223,9 +5989,6 @@ void ImGui::Render() g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); - // Draw modal/window whitening backgrounds - RenderDimmedBackgrounds(); - // Add background ImDrawList (for each active viewport) for (ImGuiViewportP* viewport : g.Viewports) { @@ -5234,6 +5997,9 @@ void ImGui::Render() AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } + // Draw modal/window whitening backgrounds + RenderDimmedBackgrounds(); + // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; @@ -5272,6 +6038,12 @@ void ImGui::Render() g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + for (ImFontAtlas* atlas : g.FontAtlases) + ImFontAtlasDebugLogTextureRequests(atlas); +#endif + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } @@ -5319,12 +6091,12 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (!window->Active || window->Hidden) + if (!window->WasActive || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; @@ -5388,22 +6160,20 @@ bool ImGui::IsItemDeactivated() ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); + return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; } -// == GetItemID() == GetFocusID() +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - if (g.NavId != g.LastItemData.ID || g.NavId == 0) - return false; - return true; + return g.NavId == g.LastItemData.ID && g.NavId != 0; } // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! @@ -5419,9 +6189,15 @@ bool ImGui::IsItemToggledOpen() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } +// 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; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } @@ -5443,7 +6219,7 @@ bool ImGui::IsAnyItemActive() bool ImGui::IsAnyItemFocused() { ImGuiContext& g = *GImGui; - return g.NavId != 0 && !g.NavDisableHighlight; + return g.NavId != 0 && g.NavCursorVisible; } bool ImGui::IsItemVisible() @@ -5469,19 +6245,20 @@ void ImGui::SetNextItemAllowOverlap() #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. -void ImGui::SetItemAllowOverlap() -{ - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. - g.ActiveIdAllowOverlap = true; -} +// Use SetNextItemAllowOverlap() *before* your item instead of calling this! +//void ImGui::SetItemAllowOverlap() +//{ +// ImGuiContext& g = *GImGui; +// ImGuiID id = g.LastItemData.ID; +// if (g.HoveredId == id) +// g.HoveredIdAllowOverlap = true; +// if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. +// g.ActiveIdAllowOverlap = true; +//} #endif -// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; @@ -5516,7 +6293,7 @@ ImVec2 ImGui::GetItemRectSize() } // Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. -// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { ImGuiID id = GetCurrentWindow()->GetID(str_id); @@ -5535,7 +6312,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I IM_ASSERT(id != 0); // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. - const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; IM_UNUSED(ImGuiChildFlags_SupportedMask_); IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); @@ -5545,10 +6322,10 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) - child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; - if (window_flags & ImGuiWindowFlags_NavFlattened) - child_flags |= ImGuiChildFlags_NavFlattened; + //if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + // child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + //if (window_flags & ImGuiWindowFlags_NavFlattened) + // child_flags |= ImGuiChildFlags_NavFlattened; #endif if (child_flags & ImGuiChildFlags_AutoResizeX) child_flags &= ~ImGuiChildFlags_ResizeX; @@ -5570,22 +6347,42 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); - child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding; + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; window_flags |= ImGuiWindowFlags_NoMove; } - // Forward child flags - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; - g.NextWindowData.ChildFlags = child_flags; - // Forward size // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. // (the alternative would to store conditional flags per axis, which is possible but more code) const ImVec2 size_avail = GetContentRegionAvail(); const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); - const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } SetNextWindowSize(size); + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. @@ -5600,7 +6397,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I // Set style const float backup_border_size = g.Style.ChildBorderSize; - if ((child_flags & ImGuiChildFlags_Border) == 0) + if ((child_flags & ImGuiChildFlags_Borders) == 0) g.Style.ChildBorderSize = 0.0f; // Begin into window @@ -5642,10 +6439,10 @@ void ImGui::EndChild() ImGuiContext& g = *GImGui; ImGuiWindow* child_window = g.CurrentWindow; - IM_ASSERT(g.WithinEndChild == false); + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls - g.WithinEndChild = true; + g.WithinEndChildID = child_window->ID; ImVec2 child_size = child_window->Size; End(); if (child_window->BeginCount == 1) @@ -5657,11 +6454,11 @@ void ImGui::EndChild() if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) { ItemAdd(bb, child_window->ChildId); - RenderNavHighlight(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact); + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); } else { @@ -5676,8 +6473,15 @@ void ImGui::EndChild() } if (g.HoveredWindow == child_window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags; + //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd() } - g.WithinEndChild = false; + else + { + SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); + } + + g.WithinEndChildID = backup_within_end_child_id; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } @@ -5708,29 +6512,6 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin window->Collapsed = settings->Collapsed; } -static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) -{ - ImGuiContext& g = *GImGui; - - const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); - const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; - if ((just_created || child_flag_changed) && !new_is_explicit_child) - { - IM_ASSERT(!g.WindowsFocusOrder.contains(window)); - g.WindowsFocusOrder.push_back(window); - window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); - } - else if (!just_created && child_flag_changed && new_is_explicit_child) - { - IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); - for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) - g.WindowsFocusOrder[n]->FocusOrder--; - g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); - window->FocusOrder = -1; - } - window->IsExplicitChild = new_is_explicit_child; -} - static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { // Initial window state with e.g. default/arbitrary window position @@ -5814,7 +6595,7 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -5853,39 +6634,36 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur return; } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); - content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } -static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents, int axis_mask) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + ImVec2 size_desired; + 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 layed within their parent (unless they are also popups/menus) and thus have no restriction + ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + if (window->Flags & ImGuiWindowFlags_Tooltip) { - // Tooltip always resize - return size_desired; + // Tooltip always resize (up to maximum size) + return ImMin(size_desired, size_max); } else { - // Maximum window size is determined by the viewport size or monitor size ImVec2 size_min = CalcWindowMinSize(window); - ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max); - - // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, - // we may need to compute/store three variants of size_auto_fit, for x/y/xy. - // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: - if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY)) - size_auto_fit.y = window->SizeFull.y; - else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) - size_auto_fit.x = window->SizeFull.x; + ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max); // 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. @@ -5905,7 +6683,7 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) ImVec2 size_contents_current; ImVec2 size_contents_ideal; CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, ~0); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } @@ -5919,8 +6697,20 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) return ImGuiCol_WindowBg; } -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { + ImVec2 corner_target = corner_target_arg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect limit_rect = parent_window->InnerRect; + limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)) + corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x); + if (parent_flags & ImGuiWindowFlags_NoScrollbar) + corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y); + } ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; @@ -5999,12 +6789,14 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double-click on resize grip) -static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. return false; @@ -6012,10 +6804,10 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si int ret_auto_fit_mask = 0x00; const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; ImRect clamp_rect = visibility_rect; - const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + const bool window_move_from_title_bar = !(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar); if (window_move_from_title_bar) clamp_rect.Min.y -= window->TitleBarHeight; @@ -6042,13 +6834,14 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); if (held && g.IO.MouseDoubleClicked[0]) { // Auto-fit when double-clicking + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, ~0); size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit_mask = 0x03; // Both axises + ret_auto_fit_mask = 0x03; // Both axes ClearActiveID(); } else if (held) @@ -6063,7 +6856,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si } // Only lower-left grip is visible before hovering/activating - if (resize_grip_n == 0 || held || hovered) + const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + if (resize_grip_visible) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } @@ -6080,7 +6874,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); @@ -6088,14 +6882,14 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) hovered = false; if (hovered || held) - g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); if (held && g.IO.MouseDoubleClicked[0]) { // Double-clicking bottom or right border auto-fit on this axis - // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. if (border_n == 1 || border_n == 3) // Right and bottom border { + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, 1 << axis); size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; ret_auto_fit_mask |= (1 << axis); hovered = held = false; // So border doesn't show highlighted at new position @@ -6118,7 +6912,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; - const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. // Use absolute mode position ImVec2 border_target = window->Pos; @@ -6138,17 +6932,6 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); border_target = ImClamp(border_target, clamp_min, clamp_max); - if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent - { - ImGuiWindow* parent_window = window->ParentWindow; - ImGuiWindowFlags parent_flags = parent_window->Flags; - ImRect border_limit_rect = parent_window->InnerRect; - border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); - if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) - border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); - if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) - border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); - } if (!ignore_resize) CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } @@ -6179,7 +6962,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; + g.NavHighlightItemUnderNav = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) @@ -6192,8 +6975,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si } // Apply back modified position/size to window - const ImVec2 curr_pos = window->Pos; - const ImVec2 curr_size = window->SizeFull; + const ImVec2 old_pos = window->Pos; + const ImVec2 old_size = window->SizeFull; if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) window->Size.x = window->SizeFull.x = size_target.x; if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) @@ -6202,21 +6985,20 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si window->Pos.x = ImTrunc(pos_target.x); if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) window->Pos.y = ImTrunc(pos_target.y); - if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + if (old_pos.x != window->Pos.x || old_pos.y != window->Pos.y || old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); // Recalculate next expected border expected coordinates if (*border_held != -1) - g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); return ret_auto_fit_mask; } static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) { - ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) size_for_clamping.y = window->TitleBarHeight; window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } @@ -6254,7 +7036,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) { float y = window->Pos.y + window->TitleBarHeight - 1; - window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); } } @@ -6266,9 +7048,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; - // Ensure that ScrollBar doesn't read last frame's SkipItems + // Ensure that Scrollbar() doesn't read last frame's SkipItems IM_ASSERT(window->BeginCount == 0); window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Draw window + handle manual resize // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. @@ -6279,7 +7062,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Title bar only const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } @@ -6291,7 +7074,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); bool override_alpha = false; float alpha = 1.0f; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) { alpha = g.NextWindowData.BgAlphaVal; override_alpha = true; @@ -6313,9 +7096,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } // Scrollbars @@ -6334,9 +7117,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar continue; const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + const float border_inner = IM_ROUND(window_border_size * 0.5f); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12); window->DrawList->PathFillConvex(col); } } @@ -6345,6 +7129,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (handle_borders_and_resize_grips) RenderWindowOuterBorders(window); } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; } // Render title text, collapse button, close button @@ -6393,8 +7178,13 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Close button if (has_close_button) + { + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoFocus; if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) *p_open = false; + g.CurrentItemFlags = backup_item_flags; + } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; g.CurrentItemFlags = item_flags_backup; @@ -6427,7 +7217,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; if (marker_pos.x > layout_r.Min.x) { - RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker)); clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); } } @@ -6444,7 +7234,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags window->RootWindow = parent_window->RootWindow; if (parent_window && (flags & ImGuiWindowFlags_Popup)) window->RootWindowPopupTree = parent_window->RootWindowPopupTree; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) { @@ -6459,7 +7249,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) { ImGuiContext& g = *GImGui; window->SkipRefresh = false; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) return; if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) { @@ -6468,49 +7258,26 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) return; if (window->Hidden) // If was hidden (previous frame) return; - if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow) - return; - if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow) - return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; window->DrawList = NULL; window->SkipRefresh = true; } } -// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) -// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. -// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. -// - WindowA // FindBlockingModal() returns Modal1 -// - WindowB // .. returns Modal1 -// - Modal1 // .. returns Modal2 -// - WindowC // .. returns Modal2 -// - WindowD // .. returns Modal2 -// - Modal2 // .. returns Modal2 -// - WindowE // .. returns NULL -// Notes: -// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. -// Only difference is here we check for ->Active/WasActive but it may be unnecessary. -ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= 0) - return NULL; - - // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. - for (ImGuiPopupData& popup_data : g.OpenPopupStack) - { - ImGuiWindow* popup_window = popup_data.Window; - if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) - continue; - if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. - continue; - if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. - return popup_window; - if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal - continue; - return popup_window; // Place window right below first block modal - } - return NULL; + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } } // Push a new Dear ImGui window to add widgets to. @@ -6563,7 +7330,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { UpdateWindowInFocusOrderList(window, window_just_created, flags); window->Flags = (ImGuiWindowFlags)flags; - window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; @@ -6576,7 +7343,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // We allow window memory to be compacted so recreate the base stack when needed. @@ -6585,12 +7352,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack g.CurrentWindow = window; - ImGuiWindowStackData window_stack_data; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; - window_stack_data.StackSizesOnBegin.SetToContextState(&g); window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); - g.CurrentWindowStack.push_back(window_stack_data); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; if (flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuDepth++; @@ -6603,6 +7372,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; + + // Inherent SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; } // Add to focus scope stack @@ -6620,10 +7392,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Process SetNextWindow***() calls - // (FIXME: Consider splitting the HasXXX flags into X/Y components + // (FIXME: Consider splitting the HasXXX flags into X/Y components) bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -6639,7 +7411,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); @@ -6649,7 +7421,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) g.NextWindowData.SizeVal.y = window->SizeFull.y; SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) { if (g.NextWindowData.ScrollVal.x >= 0.0f) { @@ -6662,13 +7434,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollTargetCenterRatio.y = 0.0f; } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -6703,7 +7475,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; - if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using Ctrl+Tab + window_title_visible_elsewhere = true; + if (flags & ImGuiWindowFlags_ChildMenu) window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { @@ -6764,6 +7538,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. // Those flags will be altered further down in the function depending on more conditions. @@ -6778,9 +7553,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) window->WantCollapseToggle = true; if (window->WantCollapseToggle) @@ -6809,36 +7585,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollbarSizes = ImVec2(0.0f, 0.0f); // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + // - Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + // - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + // - Auto-fit may only grow window during the first few frames. { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. - if (!window_size_x_set_by_api) + const bool size_auto_fit_x_always = !window_size_x_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_y_always = !window_size_y_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_x_current = !window_size_x_set_by_api && (window->AutoFitFramesX > 0); + const bool size_auto_fit_y_current = !window_size_y_set_by_api && (window->AutoFitFramesY > 0); + int size_auto_fit_mask = 0; + if (size_auto_fit_x_always || size_auto_fit_x_current) + size_auto_fit_mask |= (1 << ImGuiAxis_X); + if (size_auto_fit_y_always || size_auto_fit_y_current) + size_auto_fit_mask |= (1 << ImGuiAxis_Y); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, size_auto_fit_mask); + + const ImVec2 old_size = window->SizeFull; + if (size_auto_fit_x_always || size_auto_fit_x_current) { - window->SizeFull.x = size_auto_fit.x; + if (size_auto_fit_x_always) + window->SizeFull.x = size_auto_fit.x; + else + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; use_current_size_for_scrollbar_x = true; } - if (!window_size_y_set_by_api) + if (size_auto_fit_y_always || size_auto_fit_y_current) { - window->SizeFull.y = size_auto_fit.y; + if (size_auto_fit_y_always) + window->SizeFull.y = size_auto_fit.y; + else + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; use_current_size_for_scrollbar_y = true; } - } - else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - { - // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - { - window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - { - window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - if (!window->Collapsed) + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); } @@ -6914,19 +7693,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { IM_ASSERT(window->IDStack.Size == 1); window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } #endif + // Decide if we are going to handle borders and resize grips + // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) + // Whenever we add support for full decorated child windows we will likely make this logic more general. + bool handle_borders_and_resize_grips = true; + if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems) + handle_borders_and_resize_grips = false; + // Handle manual resize: Resize Grips, Borders, Gamepad + // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set. int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + int resize_grip_count; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) + resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0; + else + resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - if (!window->Collapsed) - if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + if (handle_borders_and_resize_grips && !window->Collapsed) + if (int auto_fit_mask = UpdateWindowManualResize(window, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) { if (auto_fit_mask & (1 << ImGuiAxis_X)) use_current_size_for_scrollbar_x = true; @@ -6949,9 +7744,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); @@ -6997,17 +7806,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Affected by window/frame border size. Used by: // - Begin() initial clip rect float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - window->WindowBorderSize); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); - window->InnerClipRect.ClipWithFull(host_rect); - // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); - else - window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); // SCROLLING @@ -7026,7 +7833,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + window->DrawList->PushTexture(g.Font->OwnerAtlas->TexRef); PushClipRect(host_rect.Min, host_rect.Max, false); // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) @@ -7050,7 +7857,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch. RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) @@ -7114,13 +7920,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarAppending = false; window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; - window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00; window->DC.ChildWindows.resize(0); window->DC.StateStorage = &window->StateStorage; window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); @@ -7142,6 +7953,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus && window == g.NavWindow) NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + // Pressing Ctrl+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); + // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); @@ -7149,18 +7967,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; - // Pressing CTRL+C while holding on a window copy its content to the clipboard - // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. - // Maybe we can support CTRL+C on every element? - /* - //if (g.NavWindow == window && g.ActiveId == 0) - if (g.ActiveId == window->MoveId) - if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) - LogToClipboard(); - */ + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; + + // Set default BgClickFlags + // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overriden by user code. + // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button. + window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move); // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. + window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; + window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; SetLastItemDataForWindow(window, title_bar_rect); // [DEBUG] @@ -7172,14 +7990,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [Test Engine] Register title bar / tab with MoveId. #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } #endif } else { // Skip refresh always mark active if (window->SkipRefresh) - window->Active = true; + SetWindowActiveForSkipRefresh(window); // Append SetCurrentWindow(window); @@ -7215,7 +8037,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems = 1; } @@ -7262,12 +8084,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) return !window->SkipItems; } -static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) -{ - ImGuiContext& g = *GImGui; - SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect); -} - void ImGui::End() { ImGuiContext& g = *GImGui; @@ -7283,7 +8099,7 @@ void ImGui::End() // Error checking: verify that user doesn't directly call End() on a child window. if (window->Flags & ImGuiWindowFlags_ChildWindow) - IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) @@ -7301,7 +8117,7 @@ void ImGui::End() } // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging LogFinish(); if (window->DC.IsSetPos) @@ -7313,216 +8129,15 @@ void ImGui::End() g.BeginMenuDepth--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - window_stack_data.StackSizesOnBegin.CompareWithContextState(&g); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); } -void ImGui::BringWindowToFocusFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(window == window->RootWindow); - - const int cur_order = window->FocusOrder; - IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); - if (g.WindowsFocusOrder.back() == window) - return; - - const int new_order = g.WindowsFocusOrder.Size - 1; - for (int n = cur_order; n < new_order; n++) - { - g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; - g.WindowsFocusOrder[n]->FocusOrder--; - IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); - } - g.WindowsFocusOrder[new_order] = window; - window->FocusOrder = (short)new_order; -} - -void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) - return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.Windows[i] == window) - { - memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); - g.Windows[g.Windows.Size - 1] = window; - break; - } -} - -void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.Windows[0] == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); - g.Windows[0] = window; - break; - } -} - -void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) -{ - IM_ASSERT(window != NULL && behind_window != NULL); - ImGuiContext& g = *GImGui; - window = window->RootWindow; - behind_window = behind_window->RootWindow; - int pos_wnd = FindWindowDisplayIndex(window); - int pos_beh = FindWindowDisplayIndex(behind_window); - if (pos_wnd < pos_beh) - { - size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); - g.Windows[pos_beh - 1] = window; - } - else - { - size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); - g.Windows[pos_beh] = window; - } -} - -int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - return g.Windows.index_from_ptr(g.Windows.find(window)); -} - -// Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) -{ - ImGuiContext& g = *GImGui; - - // Modal check? - if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. - if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) - { - // This block would typically be reached in two situations: - // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. - // - User clicking on void or anything behind a modal while a modal is open (window == NULL) - IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); - if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) - BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) - ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals - return; - } - - // Find last focused child (if any) and focus it instead. - if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) - window = NavRestoreLastChildNavWindow(window); - - // Apply focus - if (g.NavWindow != window) - { - SetNavWindow(window); - if (window && g.NavDisableMouseHover) - g.NavMousePosDirty = true; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavLayer = ImGuiNavLayer_Main; - SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); - g.NavIdIsAlive = false; - g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; - - // Close popups if any - ClosePopupsOverWindow(window, false); - } - - // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindow != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop - ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; - - // Steal active widgets. Some of the cases it triggers includes: - // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. - // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - if (!g.ActiveIdNoClearOnFocusLoss) - ClearActiveID(); - - // Passing NULL allow to disable keyboard focus - if (!window) - return; - - // Bring to front - BringWindowToFocusFront(focus_front_window); - if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) - BringWindowToDisplayFront(display_front_window); -} - -void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) -{ - ImGuiContext& g = *GImGui; - IM_UNUSED(filter_viewport); // Unused in master branch. - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - // Aim at root window behind us, if we are in a child window that's our own root (see #4640) - int offset = -1; - while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) - { - under_this_window = under_this_window->ParentWindow; - offset = 0; - } - start_idx = FindWindowFocusIndex(under_this_window) + offset; - } - for (int i = start_idx; i >= 0; i--) - { - // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. - ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window == ignore_window || !window->WasActive) - continue; - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) - { - FocusWindow(window, flags); - return; - } - } - FocusWindow(NULL, flags); -} - -// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. -void ImGui::SetCurrentFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.TexUvLines = atlas->TexUvLines; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; -} - -void ImGui::PushFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - if (!font) - font = GetDefaultFont(); - SetCurrentFont(font); - g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); -} - -void ImGui::PopFont() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); - g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); -} - void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { ImGuiContext& g = *GImGui; @@ -7539,7 +8154,11 @@ void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + if (g.ItemFlagsStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!"); + return; + } g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); } @@ -7548,8 +8167,9 @@ void ImGui::PopItemFlag() // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 -// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. -// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. void ImGui::BeginDisabled(bool disabled) { ImGuiContext& g = *GImGui; @@ -7568,7 +8188,11 @@ void ImGui::BeginDisabled(bool disabled) void ImGui::EndDisabled() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.DisabledStackSize > 0); + if (g.DisabledStackSize <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!"); + return; + } g.DisabledStackSize--; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; //PopItemFlag(); @@ -7585,6 +8209,7 @@ void ImGui::BeginDisabledOverrideReenable() { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; g.Style.Alpha = g.DisabledAlphaBackup; g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; g.ItemFlagsStack.push_back(g.CurrentItemFlags); @@ -7598,39 +8223,26 @@ void ImGui::EndDisabledOverrideReenable() IM_ASSERT(g.DisabledStackSize > 0); g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); - g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; -} - -void ImGui::PushTabStop(bool tab_stop) -{ - PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); -} - -void ImGui::PopTabStop() -{ - PopItemFlag(); -} - -void ImGui::PushButtonRepeat(bool repeat) -{ - PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); -} - -void ImGui::PopButtonRepeat() -{ - PopItemFlag(); + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; } void ImGui::PushTextWrapPos(float wrap_pos_x) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; } void ImGui::PopTextWrapPos() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TextWrapPosStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!"); + return; + } window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); } @@ -7664,6 +8276,15 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, return false; } +bool ImGui::IsWindowInBeginStack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int n = g.CurrentWindowStack.Size - 1; n >= 0; n--) + if (g.CurrentWindowStack[n].Window == window) + return true; + return false; +} + bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) @@ -7703,9 +8324,9 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b // Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!"); - ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + ImGuiWindow* ref_window = g.HoveredWindow; ImGuiWindow* cur_window = g.CurrentWindow; if (ref_window == NULL) @@ -7746,36 +8367,6 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) return true; } -bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* ref_window = g.NavWindow; - ImGuiWindow* cur_window = g.CurrentWindow; - - if (ref_window == NULL) - return false; - if (flags & ImGuiFocusedFlags_AnyWindow) - return true; - - IM_ASSERT(cur_window); // Not inside a Begin()/End() - const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; - if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); - - if (flags & ImGuiHoveredFlags_ChildWindows) - return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); - else - return (ref_window == cur_window); -} - -// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. -// If you want a window to never be focused, you may use the e.g. NoInputs flag. -bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) -{ - return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); -} - float ImGui::GetWindowWidth() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -7883,8 +8474,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co return; window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - // Set - window->Collapsed = collapsed; + // Queue applying in Begin() + if (window->WantCollapseToggle) + window->Collapsed ^= 1; + window->WantCollapseToggle = (window->Collapsed != collapsed); } void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) @@ -7923,29 +8516,11 @@ void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) SetWindowCollapsed(window, collapsed, cond); } -void ImGui::SetWindowFocus() -{ - FocusWindow(GImGui->CurrentWindow); -} - -void ImGui::SetWindowFocus(const char* name) -{ - if (name) - { - if (ImGuiWindow* window = FindWindowByName(name)) - FocusWindow(window); - } - else - { - FocusWindow(NULL); - } -} - void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; @@ -7955,7 +8530,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -7967,25 +8542,25 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } // Content size = inner scrollable rectangle, padded with WindowPadding. -// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +// SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; g.NextWindowData.ScrollVal = scroll; } @@ -7993,21 +8568,15 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowFocus() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; -} - void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; } @@ -8015,7 +8584,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha) void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; g.NextWindowData.RefreshFlagsVal = flags; } @@ -8030,6 +8599,14 @@ ImFont* ImGui::GetFont() return GImGui->Font; } +ImFontBaked* ImGui::GetFontBaked() +{ + return GImGui->FontBaked; +} + +// Get current font size (= height in pixels) of current font, with global scale factors applied. +// - Use style.FontSizeBase to get value before global scale factors. +// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors) float ImGui::GetFontSize() { return GImGui->FontSize; @@ -8040,14 +8617,16 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() return GImGui->DrawListSharedData.TexUvWhitePixel; } +// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); - ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + UpdateCurrentFontSize(0.0f); } +#endif void ImGui::PushFocusScope(ImGuiID id) { @@ -8062,9 +8641,9 @@ void ImGui::PushFocusScope(ImGuiID id) void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - if (g.FocusScopeStack.Size == 0) + if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack) { - IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!"); + IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!"); return; } g.FocusScopeStack.pop_back(); @@ -8110,7 +8689,7 @@ void ImGui::FocusItem() return; } - ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; SetNavWindow(window); NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); @@ -8145,7 +8724,7 @@ void ImGui::SetKeyboardFocusHere(int offset) SetNavWindow(window); - ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if (offset == -1) @@ -8201,19 +8780,286 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } +//----------------------------------------------------------------------------- +// [SECTION] FONTS, TEXTURES +//----------------------------------------------------------------------------- +// Most of the relevant font logic is in imgui_draw.cpp. +// Those are high-level support functions. +//----------------------------------------------------------------------------- +// - UpdateTexturesNewFrame() [Internal] +// - UpdateTexturesEndFrame() [Internal] +// - UpdateFontsNewFrame() [Internal] +// - UpdateFontsEndFrame() [Internal] +// - GetDefaultFont() [Internal] +// - RegisterUserTexture() [Internal] +// - UnregisterUserTexture() [Internal] +// - RegisterFontAtlas() [Internal] +// - UnregisterFontAtlas() [Internal] +// - SetCurrentFont() [Internal] +// - UpdateCurrentFontSize() [Internal] +// - SetFontRasterizerDensity() [Internal] +// - PushFont() +// - PopFont() +//----------------------------------------------------------------------------- + +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); + } + else + { + // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. + // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. + // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. + // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); + IM_ASSERT(atlas->RendererHasTextures == has_textures); + } + } +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + +void ImGui::UpdateFontsNewFrame() +{ + ImGuiContext& g = *GImGui; + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = true; + + if (g.Style._NextFrameFontSizeBase != 0.0f) + { + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase; + g.Style._NextFrameFontSizeBase = 0.0f; + } + + // Apply default font size the first time + ImFont* font = ImGui::GetDefaultFont(); + if (g.Style.FontSizeBase <= 0.0f) + g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE); + + // Set initial font + g.Font = font; + g.FontSizeBase = g.Style.FontSizeBase; + g.FontSize = 0.0f; + ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize + SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale + g.FontStack.push_back(font_stack_data); + IM_ASSERT(g.Font->IsLoaded()); +} + +void ImGui::UpdateFontsEndFrame() +{ + PopFont(); +} + +ImFont* ImGui::GetDefaultFont() +{ + ImGuiContext& g = *GImGui; + ImFontAtlas* atlas = g.IO.Fonts; + if (atlas->Builder == NULL || atlas->Fonts.Size == 0) + ImFontAtlasBuildMain(atlas); + return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0]; +} + +// EXPERIMENTAL: DO NOT USE YET. +void ImGui::RegisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + tex->RefCount++; + g.UserTextures.push_back(tex); +} + +void ImGui::UnregisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tex->RefCount > 0); + tex->RefCount--; + g.UserTextures.find_erase(tex); +} + +void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + if (g.FontAtlases.Size == 0) + IM_ASSERT(atlas == g.IO.Fonts); + atlas->RefCount++; + g.FontAtlases.push_back(atlas); + ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(atlas->RefCount > 0); + ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); + g.FontAtlases.find_erase(atlas); + atlas->RefCount--; + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. +// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? +void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + g.Font = font; + g.FontSizeBase = font_size_before_scaling; + UpdateCurrentFontSize(font_size_after_scaling); + + if (font != NULL) + { + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(font->Scale > 0.0f); +#endif + ImFontAtlas* atlas = font->OwnerAtlas; + g.DrawListSharedData.FontAtlas = atlas; + g.DrawListSharedData.Font = font; + ImFontAtlasUpdateDrawListsSharedData(atlas); + if (g.CurrentWindow != NULL) + g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef); + } +} + +void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.Style.FontSizeBase = g.FontSizeBase; + + // Early out to avoid hidden window keeping bakes referenced and out of GC reach. + // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching. + // FIXME: perhaps g.FontSize should be updated? + if (window != NULL && window->SkipItems) + { + ImGuiTable* table = g.CurrentTable; + if (table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false)) // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data. + return; + } + + // Restoring is pretty much only used by PopFont() + float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f; + if (final_size == 0.0f) + { + final_size = g.FontSizeBase; + + // Global scale factors + final_size *= g.Style.FontScaleMain; // Main global scale factor + final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled. + + // Window scale (mostly obsolete now) + if (window != NULL) + final_size *= window->FontWindowScale; + + // Legacy scale factors +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead! + if (g.Font != NULL) + final_size *= g.Font->Scale; // Was never really useful. +#endif + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - We may support it better later and remove this rounding. + final_size = GetRoundedFontSize(final_size); + final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX); + if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)) + g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity; + g.FontSize = final_size; + g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL; + g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontBakedScale; +} + +// Exposed in case user may want to override setting density. +// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it. +void ImGui::SetFontRasterizerDensity(float rasterizer_density) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures); + if (g.FontRasterizerDensity == rasterizer_density) + return; + g.FontRasterizerDensity = rasterizer_density; + UpdateCurrentFontSize(0.0f); +} + +// If you want to scale an existing font size! Read comments in imgui.h! +void ImGui::PushFont(ImFont* font, float font_size_base) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont()) + font = g.Font; + IM_ASSERT(font != NULL); + IM_ASSERT(font_size_base >= 0.0f); + + g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize }); + if (font_size_base == 0.0f) + font_size_base = g.FontSizeBase; // Keep current font size + SetCurrentFont(font, font_size_base, 0.0f); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + if (g.FontStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); + return; + } + ImFontStackData* font_stack_data = &g.FontStack.back(); + SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling); + g.FontStack.pop_back(); +} + //----------------------------------------------------------------------------- // [SECTION] ID STACK //----------------------------------------------------------------------------- // This is one of the very rare legacy case where we use ImGuiWindow methods, // it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); #endif return id; @@ -8225,7 +9071,7 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); #endif return id; @@ -8237,13 +9083,23 @@ ImGuiID ImGuiWindow::GetID(int n) ImGuiID id = ImHashData(&n, sizeof(n), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); #endif return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { ImGuiID seed = IDStack.back(); @@ -8290,7 +9146,7 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; #ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); #endif window->IDStack.push_back(id); @@ -8304,7 +9160,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); #endif return id; @@ -8315,7 +9171,7 @@ ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) ImGuiID id = ImHashData(&n, sizeof(n), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); #endif return id; @@ -8324,7 +9180,11 @@ ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; - IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + if (window->IDStack.Size <= 1) + { + IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!"); + return; + } window->IDStack.pop_back(); } @@ -8346,10 +9206,17 @@ ImGuiID ImGui::GetID(const void* ptr_id) return window->GetID(ptr_id); } +ImGuiID ImGui::GetID(int int_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(int_id); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] INPUTS //----------------------------------------------------------------------------- -// - GetModForModKey() [Internal] +// - GetModForLRModKey() [Internal] // - FixupKeyChord() [Internal] // - GetKeyData() [Internal] // - GetKeyIndex() [Internal] @@ -8412,7 +9279,7 @@ ImGuiID ImGui::GetID(const void* ptr_id) // - Shortcut() [Internal] //----------------------------------------------------------------------------- -static ImGuiKeyChord GetModForModKey(ImGuiKey key) +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) { if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) return ImGuiMod_Ctrl; @@ -8429,8 +9296,8 @@ ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) { // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); - if (IsModKey(key)) - key_chord |= GetModForModKey(key); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); return key_chord; } @@ -8442,28 +9309,11 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); - if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1) - key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native -#else IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); -#endif - return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; } -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO -// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87 -ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(IsNamedKey(key)); - const ImGuiKeyData* key_data = GetKeyData(key); - return (ImGuiKey)(key_data - g.IO.KeysData); -} -#endif - -// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. static const char* const GKeyNames[] = { "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", @@ -8478,7 +9328,7 @@ static const char* const GKeyNames[] = "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", - "AppBack", "AppForward", + "AppBack", "AppForward", "Oem102", "GamepadStart", "GamepadBack", "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", @@ -8494,18 +9344,7 @@ const char* ImGui::GetKeyName(ImGuiKey key) { if (key == ImGuiKey_None) return "None"; -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); -#else - ImGuiContext& g = *GImGui; - if (IsLegacyKey(key)) - { - if (g.IO.KeyMap[key] == -1) - return "N/A"; - IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key])); - key = (ImGuiKey)g.IO.KeyMap[key]; - } -#endif if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); if (!IsNamedKey(key)) @@ -8521,8 +9360,8 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); - if (IsModKey(key)) - key_chord &= ~GetModForModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "", @@ -8531,7 +9370,7 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); size_t len; if (key == ImGuiKey_None && key_chord != 0) - if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' g.TempKeychordName[len - 1] = 0; return g.TempKeychordName; } @@ -8603,7 +9442,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; - routing_entry->RoutingNextScore = 255; + routing_entry->RoutingNextScore = 0; if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) continue; rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer @@ -8672,23 +9511,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) return routing_data; } -// Current score encoding (lower is highest priority): -// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive -// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) -// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused -// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) -// - 254: ImGuiInputFlags_RouteGlobal -// - 255: never route +// Current score encoding +// - 0: Never route +// - 1: ImGuiInputFlags_RouteGlobal (lower priority) +// - 100..199: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// 200: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// 300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active) +// 400: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority) // 'flags' should include an explicit routing policy static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; if (flags & ImGuiInputFlags_RouteFocused) { - // ActiveID gets top priority + // ActiveID gets high priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if (owner_id != 0 && g.ActiveId == owner_id) - return 1; + return 300; // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, @@ -8698,32 +9538,40 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. // This essentially follow the window->ParentWindowForFocusRoute chain. if (focus_scope_id == 0) - return 255; + return 0; for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) - return 3 + index_in_focus_path; - return 255; + { + if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id) + return 599 - index_in_focus_path; + else + return 199 - index_in_focus_path; + } + return 0; } else if (flags & ImGuiInputFlags_RouteActive) { if (owner_id != 0 && g.ActiveId == owner_id) - return 1; - return 255; + return 300; + return 0; } else if (flags & ImGuiInputFlags_RouteGlobal) { if (flags & ImGuiInputFlags_RouteOverActive) - return 0; + return 400; + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; if (flags & ImGuiInputFlags_RouteOverFocused) - return 2; - return 254; + return 200; + return 1; } IM_ASSERT(0); return 0; } -// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active -// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) { // Mimic 'ignore_char_inputs' logic in InputText() @@ -8737,6 +9585,8 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; return g.KeysMayBeCharInput.TestBit(key); } @@ -8753,8 +9603,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); - if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused)) IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + if (flags & ImGuiInputFlags_RouteOverActive) + IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused)); // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. key_chord = FixupKeyChord(key_chord); @@ -8809,17 +9661,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); - if (score == 255) + if (score == 0) return false; // Submit routing for NEXT frame (assuming score is sufficient) - // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); - if (score < routing_data->RoutingNextScore) + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore); + if (score > routing_data->RoutingNextScore) { routing_data->RoutingNext = owner_id; - routing_data->RoutingNextScore = (ImU8)score; + routing_data->RoutingNextScore = (ImU16)score; } // Return routing state for CURRENT frame @@ -8860,7 +9712,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); } -// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) { const ImGuiKeyData* key_data = GetKeyData(key); @@ -8970,6 +9822,17 @@ bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) } +// Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. +// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. +bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]); + return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay); +} + bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; @@ -9110,6 +9973,9 @@ ImGuiMouseCursor ImGui::GetMouseCursor() return g.MouseCursor; } +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { ImGuiContext& g = *GImGui; @@ -9143,74 +10009,6 @@ static void ImGui::UpdateKeyboardInputs() if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) io.ClearInputKeys(); - // Import legacy keys or verify they are not used -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (io.BackendUsingLegacyKeyArrays == 0) - { - // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. - for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) - IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - } - else - { - if (g.FrameCount == 0) - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); - - // Build reverse KeyMap (Named -> Legacy) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - if (io.KeyMap[n] != -1) - { - IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); - io.KeyMap[io.KeyMap[n]] = n; - } - - // Import legacy keys into new ones - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) - { - const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); - IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); - io.KeysData[key].Down = io.KeysDown[n]; - if (key != n) - io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends - io.BackendUsingLegacyKeyArrays = 1; - } - if (io.BackendUsingLegacyKeyArrays == 1) - { - GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; - GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; - GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; - GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; - } - } -#endif - - // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) - { - #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) - #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); - MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); - MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); - #undef NAV_MAP_KEY - } -#endif - // Update aliases for (int n = 0; n < ImGuiMouseButton_COUNT; n++) UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); @@ -9234,22 +10032,21 @@ static void ImGui::UpdateKeyboardInputs() // Clear gamepad data if disabled if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) - for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) { - io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; - io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; } // Update keys - for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) { - ImGuiKeyData* key_data = &io.KeysData[i]; + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; key_data->DownDurationPrev = key_data->DownDuration; key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; if (key_data->DownDuration == 0.0f) { - ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i); - if (IsKeyboardKey(key)) + if (IsKeyboardKey((ImGuiKey)key)) g.LastKeyboardKeyPressTime = g.Time; else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) g.LastKeyboardKeyPressTime = g.Time; @@ -9259,7 +10056,7 @@ static void ImGui::UpdateKeyboardInputs() // Update keys/input owner (named keys only): one entry per key for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { - ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; owner_data->OwnerCurr = owner_data->OwnerNext; if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. @@ -9277,7 +10074,7 @@ static void ImGui::UpdateMouseInputs() ImGuiIO& io = g.IO; // Mouse Wheel swapping flag - // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead // - We avoid doing it on OSX as it the OS input layer handles this already. // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. @@ -9300,15 +10097,17 @@ static void ImGui::UpdateMouseInputs() g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); - // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; + g.NavHighlightItemUnderNav = false; for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; io.MouseClickedCount[i] = 0; // Will be filled below io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + if (io.MouseReleased[i]) + io.MouseReleasedTime[i] = g.Time; io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; if (io.MouseClicked[i]) @@ -9339,9 +10138,9 @@ static void ImGui::UpdateMouseInputs() // We provide io.MouseDoubleClicked[] as a legacy service io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); - // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation if (io.MouseClicked[i]) - g.NavDisableMouseHover = false; + g.NavHighlightItemUnderNav = false; } } @@ -9440,8 +10239,9 @@ void ImGui::UpdateMouseWheel() { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImTrunc(window->Size * scale); + window->Size = ImTrunc(window->Size * scale); // FIXME: Legacy-ish code, call SetWindowSize()? window->SizeFull = ImTrunc(window->SizeFull * scale); + MarkIniSettingsDirty(window); } return; } @@ -9453,7 +10253,7 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheelRequestAxisSwap) wheel = ImVec2(wheel.y, 0.0f); - // Maintain a rough average of moving magnitude on both axises + // Maintain a rough average of moving magnitude on both axes // FIXME: should by based on wall clock time rather than frame-counter g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); @@ -9466,7 +10266,7 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling: find target and apply // - don't renew lock if axis doesn't apply on the window. - // - select a main axis when both axises are being moved. + // - select a main axis when both axes are being moved. if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { @@ -9477,7 +10277,7 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.x); float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); g.WheelingWindowScrolledFrame = g.FrameCount; } @@ -9485,7 +10285,7 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.y); float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); g.WheelingWindowScrolledFrame = g.FrameCount; } @@ -9508,13 +10308,17 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) static const char* GetInputSourceName(ImGuiInputSource source) { const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; - IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + if (source < 0 || source >= ImGuiInputSource_COUNT) + return "Unknown"; return input_source_names[source]; } static const char* GetMouseSourceName(ImGuiMouseSource source) { const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT); + if (source < 0 || source >= ImGuiMouseSource_COUNT) + return "Unknown"; return mouse_source_names[source]; } static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) @@ -9541,11 +10345,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) // Only trickle chars<>key when working with InputText() // FIXME: InputText() could parse event trail? // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) - const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); - bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; int mouse_button_changed = 0x00; - ImBitArray key_changed_mask; + ImBitArray key_changed_mask; int event_n = 0; for (; event_n < g.InputEventsQueue.Size; event_n++) @@ -9595,30 +10399,36 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) IM_ASSERT(key != ImGuiKey_None); ImGuiKeyData* key_data = GetKeyData(key); const int key_data_index = (int)(key_data - g.IO.KeysData); - if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed. + { + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + key_data->Down = e->Key.Down; key_data->AnalogValue = e->Key.AnalogValue; - key_changed = true; - key_changed_mask.SetBit(key_data_index); - - // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - io.KeysDown[key_data_index] = key_data->Down; - if (io.KeyMap[key_data_index] != -1) - io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; -#endif } else if (e->Type == ImGuiInputEventType_Text) { if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) continue; // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with - if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) break; unsigned int c = e->Text.Char; io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); - if (trickle_interleaved_keys_and_text) + if (trickle_interleaved_nonchar_keys_and_text) text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) @@ -9763,6 +10573,11 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) } } +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + // This is the only public API until we expose owner_id versions of the API as replacements. bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) { @@ -9790,7 +10605,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, Im void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; g.NextItemData.Shortcut = key_chord; g.NextItemData.ShortcutFlags = flags; } @@ -9802,7 +10617,7 @@ void ImGui::ItemHandleShortcut(ImGuiID id) ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! - if (g.LastItemData.InFlags & ImGuiItemFlags_Disabled) + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) return; if (flags & ImGuiInputFlags_Tooltip) { @@ -9861,9 +10676,17 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own return true; } - //----------------------------------------------------------------------------- -// [SECTION] ERROR CHECKING +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() //----------------------------------------------------------------------------- // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. @@ -9889,36 +10712,44 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si return !error; } -// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) -// This is causing issues and ambiguity and we need to retire that. -// See https://github.com/ocornut/imgui/issues/5548 for more details. -// [Scenario 1] +// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos() +// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing +// windows, table column contents size used for auto-resizing columns, group size). +// This was causing issues and ambiguities and we needed to retire that. +// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. +// // Previously this would make the window content size ~200x200: -// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE // Instead, please submit an item: // Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK // Alternative: // Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK -// [Scenario 2] -// For reference this is one of the issue what we aim to fix with this change: -// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() -// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! -// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +// +// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item, +// and with a position that would grow the parent contents size. +// +// Advanced: +// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos()) +// had a side-effect on layout! In particular this caused problem to compute group boundaries. +// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the +// group to be taller because auto-sizing generally adds padding on bottom and right side. +// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. +// Using vertical alignment patterns would frequently trigger this sorts of issue. +// - See https://github.com/ocornut/imgui/issues/5548 for more details. void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window->DC.IsSetPos); window->DC.IsSetPos = false; -#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) return; if (window->SkipItems) return; - IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); -#else - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); -#endif + IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries."); + + // For reference, the old behavior was essentially: + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } static void ImGui::ErrorCheckNewFrameSanityChecks() @@ -9946,128 +10777,167 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations - IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes); - // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.IO.FontGlobalScale > 1.0f) + IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!"); + + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; #endif } static void ImGui::ErrorCheckEndFrameSanityChecks() { - ImGuiContext& g = *GImGui; - // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_UNUSED(key_mods); - // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). - //ErrorCheckEndFrameRecover(); - - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended! - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - IM_UNUSED(window); - while (g.CurrentWindowStack.Size > 1) - End(); - } - else - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } - - IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); } -// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. -// Must be called during or before EndFrame(). -// This is generally flawed as we are not necessarily End/Popping things in the right order. -// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. -// FIXME: Can't recover from interleaved BeginTabBar/Begin -void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) //-V1044 + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 { - ErrorCheckEndWindowRecover(log_callback, user_data); + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. ImGuiWindow* window = g.CurrentWindow; - if (g.CurrentWindowStack.Size == 1) - { - IM_ASSERT(window->IsFallbackWindow); - break; - } if (window->Flags & ImGuiWindowFlags_ChildWindow) { - if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); - EndChild(); + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } } else { - if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing End()"); End(); } } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); } -// Must be called before End()/EndChild() -void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) { ImGuiContext& g = *GImGui; - while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); EndTable(); } ImGuiWindow* window = g.CurrentWindow; - ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); EndTabBar(); } - while (window->DC.TreeDepth > 0) + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + if (window->DC.MenuBarAppending) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()"); + EndMenuBar(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); TreePop(); } - while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); EndGroup(); } - while (window->IDStack.Size > 1) + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); PopID(); } - while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) EndDisabled(); else @@ -10076,70 +10946,159 @@ void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, vo g.CurrentWindowStack.back().DisabledOverrideReenable = false; } } - while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); PopStyleColor(); } - while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); PopItemFlag(); } - while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); PopStyleVar(); } - while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044 + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); PopFont(); } - while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); PopFocusScope(); } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); } -// Save current stack sizes for later compare -void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx) +bool ImGui::ErrorLog(const char* msg) { - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiWindow* window = g.CurrentWindow; - SizeOfIDStack = (short)window->IDStack.Size; - SizeOfColorStack = (short)g.ColorStack.Size; - SizeOfStyleVarStack = (short)g.StyleVarStack.Size; - SizeOfFontStack = (short)g.FontStack.Size; - SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; - SizeOfGroupStack = (short)g.GroupStack.Size; - SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; - SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; - SizeOfDisabledStack = (short)g.DisabledStackSize; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; } -// Compare to detect usage errors -void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() { - ImGuiContext& g = *ctx; - ImGuiWindow* window = g.CurrentWindow; - IM_UNUSED(window); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold Ctrl to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold Ctrl to: "); + } + SameLine(0.0f, 0.0f); + TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); + EndErrorTooltip(); + } - // Window stacks - // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold Ctrl to: "); + SameLine(0.0f, 0.0f); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif +} - // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); - IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); - IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); - IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); - IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); - IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); - IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); - IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); +// Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); } //----------------------------------------------------------------------------- @@ -10155,8 +11114,8 @@ void ImGui::KeepAliveID(ImGuiID id) ImGuiContext& g = *GImGui; if (g.ActiveId == id) g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; } // Declare item bounding box for clipping and interaction. @@ -10174,7 +11133,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu g.LastItemData.ID = id; g.LastItemData.Rect = bb; g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; - g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. @@ -10192,9 +11151,9 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) { - // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + // FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) @@ -10202,12 +11161,12 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu NavProcessItem(); } - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) ItemHandleShortcut(id); } // Lightweight clear of SetNextItemXXX data. - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; g.NextItemData.ItemFlags = ImGuiItemFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -10235,12 +11194,30 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". // READ THE FAQ: https://dearimgui.com/faq IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED. + // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd(). +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast. + int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1); + if (*p_alive == g.FrameCount) + *p_highlight = g.FrameCount; + *p_alive = g.FrameCount; + if (*p_highlight >= g.FrameCount - 1) + window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif } //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] #endif + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (is_rect_visible) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; @@ -10273,9 +11250,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE // - GetFrameHeight() // - GetFrameHeightWithSpacing() // - GetContentRegionMax() -// - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), -// - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. @@ -10438,7 +11413,7 @@ void ImGui::Unindent(float indent_w) void ImGui::SetNextItemWidth(float item_width) { ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; g.NextItemData.Width = item_width; } @@ -10449,7 +11424,7 @@ void ImGui::PushItemWidth(float item_width) ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) @@ -10468,12 +11443,18 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) prev_split = next_split; } window->DC.ItemWidth = ImMax(prev_split, 1.0f); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); } @@ -10485,14 +11466,14 @@ float ImGui::CalcItemWidth() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float w; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) w = g.NextItemData.Width; else w = window->DC.ItemWidth; if (w < 0.0f) { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); } w = IM_TRUNC(w); return w; @@ -10504,22 +11485,19 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - ImVec2 region_max; + ImVec2 avail; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); + avail = GetContentRegionAvail(); if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting if (size.y == 0.0f) size.y = default_h; else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting return size; } @@ -10548,33 +11526,23 @@ float ImGui::GetFrameHeightWithSpacing() return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } -// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! - -// FIXME: This is in window space (not screen space!). -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx - window->Pos; -} - -// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxAbs() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx; -} - ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); } -// In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -10586,6 +11554,7 @@ ImVec2 ImGui::GetWindowContentRegionMax() ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentRegionRect.Max - window->Pos; } +#endif // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. @@ -10608,7 +11577,8 @@ void ImGui::BeginGroup() group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupIsSameLine = window->DC.IsSameLine; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.BackupActiveIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedThisFrame; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; @@ -10631,11 +11601,11 @@ void ImGui::EndGroup() if (window->DC.IsSetPos) ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); - ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrLineSize = group_data.BackupCurrLineSize; @@ -10650,7 +11620,7 @@ void ImGui::EndGroup() return; } - window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); @@ -10659,11 +11629,11 @@ void ImGui::EndGroup() // Also if you grep for LastItemId you'll notice it is only used in that context. // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); if (group_contains_curr_active_id) g.LastItemData.ID = g.ActiveId; - else if (group_contains_prev_active_id) - g.LastItemData.ID = g.ActiveIdPreviousFrame; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; g.LastItemData.Rect = group_bb; // Forward Hovered flag @@ -10672,12 +11642,12 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag - if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + if (g.ActiveIdHasBeenEditedThisFrame && !group_data.BackupActiveIdHasBeenEditedThisFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; - if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + if (group_contains_deactivated_id) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); @@ -10721,7 +11691,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) } scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); } - scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f)); if (!window->Collapsed && !window->SkipItems) scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); } @@ -10947,31 +11917,39 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext { ImGuiContext& g = *GImGui; - if (g.DragDropWithinSource || g.DragDropWithinTarget) + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) { // Drag and Drop tooltips are positioning differently than other tooltips: // - offset visibility to increase visibility around mouse. // - never clamp within outer viewport boundary. // We call SetNextWindowPos() to enforce position and disable clamping. - // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones). //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale; - SetNextWindowPos(tooltip_pos); + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; } - char window_name[16]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious) - if (ImGuiWindow* window = FindWindowByName(window_name)) - if (window->Active) - { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - SetWindowHiddenAndSkipItemsForCurrentFrame(window); - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); - } + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active && !IsWindowInBeginStack(g.TooltipPreviousWindow)) + { + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + g.TooltipOverrideCount++; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; Begin(window_name, NULL, flags | extra_window_flags); // 2023-03-09: Added bool return value to the API, but currently always returning true. @@ -11089,6 +12067,43 @@ ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() return NULL; } + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; @@ -11227,6 +12242,9 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_ ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); // Trim open popup stack ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; @@ -11286,17 +12304,32 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) } char name[20]; - if (extra_window_flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth - else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); - //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; return is_open; } @@ -11333,7 +12366,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // Center modal windows by default for increased visibility // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) { const ImGuiViewport* viewport = GetMainViewport(); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); @@ -11355,19 +12388,22 @@ void ImGui::EndPopup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls - IM_ASSERT(g.BeginPopupStack.Size > 0); + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0) + { + IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!"); + return; + } // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); // Child-popups don't need to be laid out - IM_ASSERT(g.WithinEndChild == false); + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; if (window->Flags & ImGuiWindowFlags_ChildWindow) - g.WithinEndChild = true; + g.WithinEndChildID = window->ID; End(); - g.WithinEndChild = false; + g.WithinEndChildID = backup_within_end_child_id; } // Helper to open a popup if mouse button is released over the item @@ -11457,10 +12493,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; ImVec2 pos; @@ -11479,10 +12515,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // (Always first try the direction we used on the last frame, if any) if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; @@ -11559,24 +12595,303 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) if (window->Flags & ImGuiWindowFlags_Tooltip) { // Position tooltip (always follows mouse + clamp within outer boundaries) - // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position. - // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin() + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). IM_ASSERT(g.CurrentWindow == window); const float scale = g.Style.MouseCursorScale; const ImVec2 ref_pos = NavCalcPreferredRefPos(); - const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale; + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; } +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiFocusedFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + if (flags & ImGuiFocusedFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + return (ref_window == cur_window); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(filter_viewport); // Unused in master branch. + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- @@ -11585,6 +12900,23 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // In our terminology those should be interchangeable, yet right now this is super confusing. // Those two functions are merely a legacy artifact, so at minimum naming should be clarified. +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + void ImGui::SetNavWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -11646,9 +12978,9 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) - g.NavDisableMouseHover = true; - else - g.NavDisableHighlight = true; + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) NavClearPreferredPosForAxis(ImGuiAxis_X); @@ -11671,8 +13003,8 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo return 0.0f; } -// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -11680,7 +13012,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) return false; // FIXME: Those are not good variables names - ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + ImRect cand = nav_bb; // Current item nav rectangle const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) g.NavScoringDebugCount++; @@ -11712,6 +13044,9 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) if (dbx != 0.0f || dby != 0.0f) { // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. dax = dbx; day = dby; dist_axial = dist_box; @@ -11734,7 +13069,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) const ImGuiDir move_dir = g.NavMoveDir; #if IMGUI_DEBUG_NAV_SCORING char buf[200]; - if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + if (g.IO.KeyCtrl) // Hold Ctrl to preview score in matching quadrant. Ctrl+Arrow to rotate. { if (quadrant == move_dir) { @@ -11817,9 +13152,9 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) result->Window = window; result->ID = g.LastItemData.ID; result->FocusScopeId = g.CurrentFocusScopeId; - result->InFlags = g.LastItemData.InFlags; + result->ItemFlags = g.LastItemData.ItemFlags; result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); - if (result->InFlags & ImGuiItemFlags_HasSelectionUserData) + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) { IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. @@ -11842,15 +13177,15 @@ static void ImGui::NavProcessItem() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = g.LastItemData.ID; - const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; - // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + // 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) { - g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); - g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); } - const ImRect nav_bb = g.LastItemData.NavRect; // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) @@ -11882,15 +13217,19 @@ static void ImGui::NavProcessItem() else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (NavScoreItem(result)) + if (NavScoreItem(result, nav_bb)) NavApplyItemToResult(result); // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + { + const ImRect& r = window->InnerRect; // window->ClipRect + if (r.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } } } } @@ -11904,7 +13243,7 @@ static void ImGui::NavProcessItem() SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; - if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) { IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. @@ -11990,6 +13329,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); if (move_flags & ImGuiNavMoveFlags_IsTabbing) move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; @@ -12018,13 +13358,13 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) NavUpdateAnyRequestFlag(); } -// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere -void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data) +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data) { ImGuiContext& g = *GImGui; g.NavMoveScoringItems = false; g.LastItemData.ID = tree_node_data->ID; - g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). g.LastItemData.NavRect = tree_node_data->NavRect; NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() NavClearPreferredPosForAxis(ImGuiAxis_Y); @@ -12107,13 +13447,6 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) } } -void ImGui::NavRestoreHighlightAfterMove() -{ - ImGuiContext& g = *GImGui; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; -} - static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; @@ -12154,14 +13487,32 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) } } -static ImVec2 ImGui::NavCalcPreferredRefPos() +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. - if ((g.NavDisableHighlight || !g.NavDisableMouseHover || !window) && !activated_shortcut) + if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(); + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + + if (source != ImGuiInputSource_Mouse && !activated_shortcut && window == NULL) + source = ImGuiInputSource_Mouse; + + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. + if (source == ImGuiInputSource_Mouse) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. @@ -12175,11 +13526,11 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() ImRect ref_rect; if (activated_shortcut) ref_rect = g.LastItemData.NavRect; - else + else if (window != NULL) ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) - if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) { ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); ref_rect.Translate(window->Scroll - next_scroll); @@ -12238,6 +13589,7 @@ static void ImGui::NavUpdate() // Process navigation init request (select first/default focus) g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; if (g.NavInitResult.ID != 0) NavInitRequestApplyResult(); g.NavInitRequest = false; @@ -12249,11 +13601,14 @@ static void ImGui::NavUpdate() NavMoveRequestApplyResult(); g.NavTabbingCounter = 0; g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) bool set_mouse_pos = false; if (g.NavMousePosDirty && g.NavIdIsAlive) - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) set_mouse_pos = true; g.NavMousePosDirty = false; IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); @@ -12264,12 +13619,12 @@ static void ImGui::NavUpdate() if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; - // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + // Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.) NavUpdateWindowing(); // Set output flags for user application io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) NavUpdateCancelRequest(); @@ -12277,7 +13632,7 @@ static void ImGui::NavUpdate() // Process manual activation request g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; g.NavActivateFlags = ImGuiActivateFlags_None; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { 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))); @@ -12302,7 +13657,9 @@ static void ImGui::NavUpdate() } } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - g.NavDisableHighlight = true; + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); @@ -12333,7 +13690,7 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. const ImGuiDir move_dir = g.NavMoveDir; if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) { @@ -12359,13 +13716,13 @@ static void ImGui::NavUpdate() // Always prioritize mouse highlight if navigation is disabled if (!nav_keyboard_active && !nav_gamepad_active) { - g.NavDisableHighlight = true; - g.NavDisableMouseHover = set_mouse_pos = false; + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; } // Update mouse position if requested // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) - if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) TeleportMousePos(NavCalcPreferredRefPos()); // [DEBUG] @@ -12390,11 +13747,12 @@ void ImGui::NavInitRequestApplyResult() ImGuiNavItemData* result = &g.NavInitResult; if (g.NavId != result->ID) { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = 0; g.NavJustMovedToIsTabbing = false; - g.NavJustMovedToHasSelectionData = (result->InFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; } // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) @@ -12405,7 +13763,7 @@ void ImGui::NavInitRequestApplyResult() if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) g.NavLastValidSelectionUserData = result->SelectionUserData; if (g.NavInitRequestFromMove) - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } // Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position @@ -12469,16 +13827,11 @@ void ImGui::NavUpdateCreateMoveRequest() // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float scoring_rect_offset_y = 0.0f; + float scoring_page_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) - scoring_rect_offset_y = NavUpdatePageUpPageDown(); - if (scoring_rect_offset_y != 0.0f) - { - g.NavScoringNoClipRect = window->InnerRect; - g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); - } + scoring_page_offset_y = NavUpdatePageUpPageDown(); - // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. + // [DEBUG] Always send a request when holding Ctrl. Hold Ctrl + Arrow change the direction. #if IMGUI_DEBUG_NAV_SCORING //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); @@ -12502,7 +13855,8 @@ void ImGui::NavUpdateCreateMoveRequest() IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResult.ID = 0; - g.NavDisableHighlight = false; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; } // When using gamepad, we project the reference nav bounding box into window visible area. @@ -12521,8 +13875,8 @@ void ImGui::NavUpdateCreateMoveRequest() if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); - float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); - float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; @@ -12532,21 +13886,33 @@ void ImGui::NavUpdateCreateMoveRequest() } } + // Prepare scoring rectangle. // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) ImRect scoring_rect; if (window != NULL) { ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); - scoring_rect.TranslateY(scoring_rect_offset_y); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove) + { + // When we start from a visible location, score visible items and prioritize this result. + if (window->InnerRect.Contains(scoring_rect)) + g.NavMoveFlags |= ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavScoringNoClipRect = scoring_rect; + scoring_rect.TranslateY(scoring_page_offset_y); + g.NavScoringNoClipRect.Add(scoring_rect); + } + + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Pre-bias if (g.NavMoveSubmitted) NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] - //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Post-bias + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)); } // [DEBUG] } g.NavScoringRect = scoring_rect; - g.NavScoringNoClipRect.Add(scoring_rect); + //g.NavScoringNoClipRect.Add(scoring_rect); } void ImGui::NavUpdateCreateTabbingRequest() @@ -12566,7 +13932,7 @@ void ImGui::NavUpdateCreateTabbingRequest() // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active) - g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1; + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; else g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; @@ -12598,9 +13964,9 @@ void ImGui::NavMoveRequestApplyResult() if (result == NULL) { if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) - g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight; - if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); return; @@ -12648,11 +14014,12 @@ void ImGui::NavMoveRequestApplyResult() // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveKeyMods; g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; - g.NavJustMovedToHasSelectionData = (result->InFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); } @@ -12672,7 +14039,7 @@ void ImGui::NavMoveRequestApplyResult() } // Tabbing: Activates Inputable, otherwise only Focus - if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; // Activate @@ -12680,16 +14047,18 @@ void ImGui::NavMoveRequestApplyResult() { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) + g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi; if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; } - // Enable nav highlight - if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); } -// Process NavCancel input (to close a popup, get back to parent, clear focus) +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) // FIXME: In order to support e.g. Escape to clear a selection we'll need: // - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept @@ -12710,7 +14079,7 @@ static void ImGui::NavUpdateCancelRequest() { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) { @@ -12720,7 +14089,7 @@ static void ImGui::NavUpdateCancelRequest() IM_ASSERT(child_window->ChildId != 0); FocusWindow(parent_window); SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) { @@ -12730,9 +14099,16 @@ static void ImGui::NavUpdateCancelRequest() else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); } } @@ -12757,7 +14133,7 @@ static float ImGui::NavUpdatePageUpPageDown() if (g.NavLayer != ImGuiNavLayer_Main) NavRestoreLayer(ImGuiNavLayer_Main); - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) @@ -12772,21 +14148,21 @@ static float ImGui::NavUpdatePageUpPageDown() else { ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(ImGuiKey_PageUp, true)) { nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (IsKeyPressed(ImGuiKey_PageDown, true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (home_pressed) { @@ -12818,7 +14194,7 @@ static void ImGui::NavEndFrame() { ImGuiContext& g = *GImGui; - // Show CTRL+TAB list window + // Show Ctrl+Tab list window if (g.NavWindowingTarget != NULL) NavUpdateWindowingOverlay(); @@ -12888,14 +14264,12 @@ static void ImGui::NavUpdateCreateWrappingRequest() NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +// Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_UNUSED(g); - int order = window->FocusOrder; - IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) - IM_ASSERT(g.WindowsFocusOrder[order] == window); - return order; + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) @@ -12907,7 +14281,7 @@ static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // return NULL; } -static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +static void NavUpdateWindowingTarget(int focus_change_dir) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget); @@ -12926,8 +14300,36 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) g.NavWindowingToggleLayer = false; } +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + IM_ASSERT(g.NavWindow != NULL); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + g.NavWindowingTarget = NULL; +} + // Windowing management mode -// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { @@ -12938,7 +14340,7 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal. if (!allow_windowing) g.NavWindowingTarget = NULL; @@ -12950,23 +14352,33 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTargetAnim = NULL; } - // Start CTRL+Tab or Square+L/R window selection + // Start Ctrl+Tab or Square+L/R window selection // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) - const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); - const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None); + const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad; const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_toggling_with_gamepad) + { + g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer + g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad; + } if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; + if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad) + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); - g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. if (keyboard_next_window || keyboard_prev_window) @@ -12974,18 +14386,22 @@ static void ImGui::NavUpdateWindowing() } // Gamepad update - g.NavWindowingTimer += io.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad) { - // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); - - // Select window to focus - const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); - if (focus_change_dir != 0) + if (g.NavWindowingTarget != NULL) { - NavUpdateWindowingHighlightWindow(focus_change_dir); - g.NavWindowingHighlightAlpha = 1.0f; + // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise + // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) @@ -12997,33 +14413,38 @@ static void ImGui::NavUpdateWindowing() else if (!g.NavWindowingToggleLayer) apply_focus_window = g.NavWindowingTarget; g.NavWindowingTarget = NULL; + g.NavWindowingToggleLayer = false; } } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingTimer += io.DeltaTime; g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (keyboard_next_window || keyboard_prev_window) - NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); else if ((io.KeyMods & shared_mods) != shared_mods) apply_focus_window = g.NavWindowingTarget; } - // Keyboard: Press and Release ALT to toggle menu layer + // Keyboard: Press and Release Alt to toggle menu layer const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; - for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) - if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) - { - g.NavWindowingToggleLayer = true; - g.NavWindowingToggleKey = windowing_toggle_key; - g.NavInputSource = ImGuiInputSource_Keyboard; - break; - } - if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) @@ -13031,7 +14452,9 @@ static void ImGui::NavUpdateWindowing() // We cancel toggling nav layer if an owner has claimed the key. if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; - if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) g.NavWindowingToggleLayer = false; // Apply layer toggle on Alt release @@ -13057,7 +14480,7 @@ static void ImGui::NavUpdateWindowing() const float NAV_MOVE_SPEED = 800.0f; const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; - g.NavDisableMouseHover = true; + g.NavHighlightItemUnderNav = true; ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { @@ -13069,28 +14492,8 @@ static void ImGui::NavUpdateWindowing() } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) - { - ClearActiveID(); - NavRestoreHighlightAfterMove(); - ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); - apply_focus_window = g.NavWindow; - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window has ONLY a menu layer (no main layer), select it directly - // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since - // the target window as already been previewed once. - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, - // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* - // won't be valid. - if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; - } if (apply_focus_window) - g.NavWindowingTarget = NULL; + NavUpdateWindowingApplyFocus(apply_focus_window); // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) @@ -13119,7 +14522,7 @@ static void ImGui::NavUpdateWindowing() if (new_nav_layer == ImGuiNavLayer_Menu) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } } } @@ -13134,7 +14537,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } -// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +// Overlay displayed when using Ctrl+Tab. Called by EndFrame(). void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; @@ -13144,12 +14547,12 @@ void ImGui::NavUpdateWindowingOverlay() return; if (g.NavWindowingListWindow == NULL) - g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); const ImGuiViewport* viewport = GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); if (g.ContextName[0] != 0) SeparatorText(g.ContextName); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) @@ -13167,7 +14570,6 @@ void ImGui::NavUpdateWindowingOverlay() PopStyleVar(); } - //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- @@ -13185,7 +14587,7 @@ void ImGui::ClearDragDrop() IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); g.DragDropActive = false; g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropAcceptFrameCount = -1; @@ -13258,7 +14660,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); KeepAliveID(source_id); - bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -13314,11 +14716,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. bool ret; - if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) ret = BeginTooltipHidden(); else ret = BeginTooltip(); - IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame(). IM_UNUSED(ret); } @@ -13352,7 +14754,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s cond = ImGuiCond_Always; IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() @@ -13406,8 +14808,33 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() g.DragDropTargetRect = bb; - g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case? + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? g.DragDropTargetId = id; + g.DragDropTargetFullViewport = 0; + g.DragDropWithinTarget = true; + return true; +} + +// Typical usage would be: +// if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) +// if (ImGui::BeginDragDropTargetViewport(ImGui::GetMainViewport(), NULL)) +// But we are leaving the hover test to the caller for maximum flexibility. +bool ImGui::BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImRect bb = p_bb ? *p_bb : ((ImGuiViewportP*)viewport)->GetWorkRect(); + ImGuiID id = viewport->ID; + if (!IsMouseHoveringRect(bb.Min, bb.Max, false) || (id == g.DragDropPayload.SourceId)) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = bb; + g.DragDropTargetId = id; + g.DragDropTargetFullViewport = id; g.DragDropWithinTarget = true; return true; } @@ -13470,7 +14897,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop if (r_surface > g.DragDropAcceptIdCurrRectSurface) return NULL; - g.DragDropAcceptFlags = flags; + g.DragDropAcceptFlagsCurr = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); @@ -13478,8 +14905,17 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // Render default drop visuals payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + const bool draw_target_rect = payload.Preview && !(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); + if (draw_target_rect && g.DragDropTargetFullViewport != 0) + { + ImRect bb = g.DragDropTargetRect; + bb.Expand(-3.5f); + RenderDragDropTargetRectEx(GetForegroundDrawList(), bb); + } + else if (draw_target_rect) + { + RenderDragDropTargetRectForItem(r); + } g.DragDropAcceptFrameCount = g.FrameCount; if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) @@ -13495,21 +14931,28 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop } // FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. -void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImRect bb_display = bb; - bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. - bb_display.Expand(3.5f); + bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(g.Style.DragDropTargetPadding); bool push_clip_rect = !window->ClipRect.Contains(bb_display); if (push_clip_rect) window->DrawList->PushClipRectFullScreen(); - window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + RenderDragDropTargetRectEx(window->DrawList, bb_display); if (push_clip_rect) window->DrawList->PopClipRect(); } +void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + 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() { ImGuiContext& g = *GImGui; @@ -13596,7 +15039,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (prefix) - LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. // Re-adjust padding if we have popped out of our starting depth if (g.LogDepthRef > window->DC.TreeDepth) @@ -13629,19 +15072,21 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (suffix) - LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); } // Start logging/capturing text output -void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogEnabled == false); - IM_ASSERT(g.LogFile == NULL); - IM_ASSERT(g.LogBuffer.empty()); + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + g.LogEnabled = g.ItemUnclipByLog = true; - g.LogType = type; + g.LogFlags = flags; + g.LogWindow = window; g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); @@ -13664,7 +15109,7 @@ void ImGui::LogToTTY(int auto_open_depth) return; IM_UNUSED(auto_open_depth); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS - LogBegin(ImGuiLogType_TTY, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); g.LogFile = stdout; #endif } @@ -13690,7 +15135,7 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) return; } - LogBegin(ImGuiLogType_File, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); g.LogFile = f; } @@ -13700,7 +15145,7 @@ void ImGui::LogToClipboard(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - LogBegin(ImGuiLogType_Clipboard, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) @@ -13708,7 +15153,7 @@ void ImGui::LogToBuffer(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - LogBegin(ImGuiLogType_Buffer, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); } void ImGui::LogFinish() @@ -13718,29 +15163,29 @@ void ImGui::LogFinish() return; LogText(IM_NEWLINE); - switch (g.LogType) + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) { - case ImGuiLogType_TTY: + case ImGuiLogFlags_OutputTTY: #ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); #endif break; - case ImGuiLogType_File: + case ImGuiLogFlags_OutputFile: ImFileClose(g.LogFile); break; - case ImGuiLogType_Buffer: + case ImGuiLogFlags_OutputBuffer: break; - case ImGuiLogType_Clipboard: + case ImGuiLogFlags_OutputClipboard: if (!g.LogBuffer.empty()) SetClipboardText(g.LogBuffer.begin()); break; - case ImGuiLogType_None: + default: IM_ASSERT(0); break; } g.LogEnabled = g.ItemUnclipByLog = false; - g.LogType = ImGuiLogType_None; + g.LogFlags = ImGuiLogFlags_None; g.LogFile = NULL; g.LogBuffer.clear(); } @@ -13759,10 +15204,10 @@ void ImGui::LogButtons() #endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushTabStop(false); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); - PopTabStop(); + PopItemFlag(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log @@ -13774,7 +15219,6 @@ void ImGui::LogButtons() LogToClipboard(); } - //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- @@ -13894,7 +15338,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) - ini_size = strlen(ini_data); + ini_size = ImStrlen(ini_data); g.SettingsIniData.Buf.resize((int)ini_size + 1); char* const buf = g.SettingsIniData.Buf.Data; char* const buf_end = buf + ini_size; @@ -13988,14 +15432,10 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. if (g.IO.ConfigDebugIniSettings == false) - { - // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. - if (const char* p = strstr(name, "###")) - name = p; - } - const size_t name_len = strlen(name); + name = ImHashSkipUncontributingPrefix(name); + const size_t name_len = ImStrlen(name); // Allocate chunk const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; @@ -14134,7 +15574,6 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } } - //----------------------------------------------------------------------------- // [SECTION] LOCALIZATION //----------------------------------------------------------------------------- @@ -14146,16 +15585,33 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) g.LocalizationTable[entries[n].Key] = entries[n].Text; } - //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() // - SetWindowViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] // - UpdateViewportsNewFrame() [Internal] // (this section is more complete in the 'docking' branch) //----------------------------------------------------------------------------- +void ImGuiPlatformIO::ClearPlatformHandlers() +{ + Platform_GetClipboardTextFn = NULL; + Platform_SetClipboardTextFn = NULL; + Platform_ClipboardUserData = NULL; + Platform_OpenInShellFn = NULL; + Platform_OpenInShellUserData = NULL; + Platform_SetImeDataFn = NULL; + Platform_ImeUserData = NULL; +} + +void ImGuiPlatformIO::ClearRendererHandlers() +{ + Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0; + Renderer_RenderState = NULL; +} + ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; @@ -14167,6 +15623,24 @@ void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) window->Viewport = viewport; } +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); +} + // Update viewports and monitor infos static void ImGui::UpdateViewportsNewFrame() { @@ -14179,13 +15653,16 @@ static void ImGui::UpdateViewportsNewFrame() main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; main_viewport->Pos = ImVec2(0.0f, 0.0f); main_viewport->Size = g.IO.DisplaySize; + main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale; + IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f); for (ImGuiViewportP* viewport : g.Viewports) { - // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; - viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; - viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + // Lock down space taken by menu bars and status bars + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); viewport->UpdateWorkRect(); } } @@ -14200,6 +15677,10 @@ static void ImGui::UpdateViewportsNewFrame() //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) @@ -14210,9 +15691,9 @@ static void ImGui::UpdateViewportsNewFrame() // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; @@ -14233,7 +15714,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) return g.ClipboardHandlerData.Data; } -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!::OpenClipboard(NULL)) return; @@ -14260,12 +15741,12 @@ static PasteboardRef main_clipboard = 0; // OSX clipboard implementation // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); - CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); if (cf_data) { PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); @@ -14273,9 +15754,9 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) } } -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardSynchronize(main_clipboard); @@ -14309,23 +15790,83 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); - const char* text_end = text + strlen(text); + const char* text_end = text + ImStrlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); g.ClipboardHandlerData[(int)(text_end - text)] = 0; } +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- // Win32 API IME support (for Asian languages, etc.) #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) @@ -14335,7 +15876,7 @@ static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text #pragma comment(lib, "imm32") #endif -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position HWND hwnd = (HWND)viewport->PlatformHandleRaw; @@ -14361,18 +15902,23 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatf #else -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} -#endif +#endif // Default IME handlers //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- +// - MetricsHelpMarker() [Internal] // - DebugRenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugRenderKeyboardPreview() [Internal] // - DebugTextEncoding() -// - MetricsHelpMarker() [Internal] -// - ShowFontAtlas() [Internal] +// - DebugFlashStyleColorStop() [Internal] +// - DebugFlashStyleColor() +// - UpdateDebugToolFlashStyleColor() [Internal] +// - ShowFontAtlas() [Internal but called by Demo!] +// - DebugNodeTexture() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDrawList() [Internal] @@ -14386,8 +15932,24 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] // - DebugNodeWindowsListByBeginStackParent() [Internal] +// - ShowFontSelector() //----------------------------------------------------------------------------- +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} +#endif + #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) @@ -14501,10 +16063,11 @@ void ImGui::DebugTextEncoding(const char* str) TableSetupColumn("Glyph"); TableSetupColumn("Codepoint"); TableHeadersRow(); + const char* str_end = str + strlen(str); // As we may receive malformed UTF-8, pass an explicit end instead of relying on ImTextCharFromUtf8() assuming enough space. for (const char* p = str; *p != 0; ) { unsigned int c; - const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + const int c_utf8_len = ImTextCharFromUtf8(&c, p, str_end); TableNextColumn(); Text("%d", (int)(p - str)); TableNextColumn(); @@ -14515,10 +16078,12 @@ void ImGui::DebugTextEncoding(const char* str) Text("0x%02X", (int)(unsigned char)p[byte_index]); } TableNextColumn(); - if (GetFont()->FindGlyphNoFallback((ImWchar)c)) - TextUnformatted(p, p + c_utf8_len); - else - TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TextUnformatted(p, p + c_utf8_len); + if (!GetFont()->IsGlyphInFont((ImWchar)c)) + { + SameLine(); + TextUnformatted("[missing]"); + } TableNextColumn(); Text("U+%04X", (int)c); p += c_utf8_len; @@ -14549,44 +16114,220 @@ void ImGui::UpdateDebugToolFlashStyleColor() ImGuiContext& g = *GImGui; if (g.DebugFlashStyleColorTime <= 0.0f) return; - ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) DebugFlashStyleColorStop(); } -// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. -static void MetricsHelpMarker(const char* desc) +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) { - ImGui::TextDisabled("(?)"); - if (ImGui::BeginItemTooltip()) - { - ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); - ImGui::TextUnformatted(desc); - ImGui::PopTextWrapPos(); - ImGui::EndTooltip(); - } + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); + return buf; } +static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref) +{ + char* buf_end = buf + buf_size; + if (tex_ref._TexData != NULL) + buf += ImFormatString(buf, buf_end - buf, "#%03d: ", tex_ref._TexData->UniqueID); + return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), tex_ref.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID() +} + +#ifdef IMGUI_ENABLE_FREETYPE +namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); } +#endif + // [DEBUG] List fonts in a font atlas and display its texture void ImGui::ShowFontAtlas(ImFontAtlas* atlas) { + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; + + BeginDisabled(); + CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + EndDisabled(); + ShowFontSelector("Font"); + //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later."); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(io.ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + BulletText("Load a nice font for better results!"); + BulletText("Please submit feedback:"); + SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465"); + BulletText("Read FAQ for more details:"); + SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/"); + //EndDisabled(); + + SeparatorText("Font List"); + + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show font preview", &cfg->ShowFontPreview); + + // Font loaders + if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL")) + { + const ImFontLoader* loader_current = atlas->FontLoader; + BeginDisabled(!atlas->RendererHasTextures); +#ifdef IMGUI_ENABLE_STB_TRUETYPE + const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype(); + if (RadioButton("stb_truetype", loader_current == loader_stbtruetype)) + atlas->SetFontLoader(loader_stbtruetype); +#else + BeginDisabled(); + RadioButton("stb_truetype", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE"); + EndDisabled(); +#endif + SameLine(); +#ifdef IMGUI_ENABLE_FREETYPE + const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader(); + if (RadioButton("FreeType", loader_current == loader_freetype)) + atlas->SetFontLoader(loader_freetype); + if (loader_current == loader_freetype) + { + unsigned int loader_flags = atlas->FontLoaderFlags; + Text("Shared FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + atlas->FontLoaderFlags = loader_flags; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + } + } +#else + BeginDisabled(); + RadioButton("FreeType", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp."); + EndDisabled(); +#endif + EndDisabled(); + TreePop(); + } + + // Font list for (ImFont* font : atlas->Fonts) { PushID(font); DebugNodeFont(font); PopID(); } - if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + + SeparatorText("Font Atlas"); + if (Button("Compact")) + atlas->CompactCache(); + SameLine(); + if (Button("Grow")) + ImFontAtlasTextureGrow(atlas); + SameLine(); + if (Button("Clear All")) + ImFontAtlasBuildClear(atlas); + SetItemTooltip("Destroy cache and custom rectangles."); + + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) { - ImGuiContext& g = *GImGui; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons - ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex_n > 0) + SameLine(); + Text("Tex: %dx%d", tex->Width, tex->Height); + } + const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface); + const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface); + Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt); + Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt); + + ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid; + if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles + { + PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f); + if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12))) + { + for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex) + if (entry.IsUsed) + { + ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation); + ImFontAtlasRect r = {}; + atlas->GetCustomRect(id, &r); + const char* buf; + ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y); + TableNextColumn(); + Selectable(buf); + if (IsItemHovered()) + highlight_r_id = id; + TableNextColumn(); + Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + } + EndTable(); + } + PopStyleVar(); TreePop(); } + + // Texture list + // (ensure the last texture always use the same ID, so we can keep it open neatly) + ImFontAtlasRect highlight_r; + if (highlight_r_id != ImFontAtlasRectId_Invalid) + atlas->GetCustomRect(highlight_r_id, &highlight_r); + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + if (tex_n == atlas->TexList.Size - 1) + SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL); + } +} + +void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect) +{ + ImGuiContext& g = *GImGui; + PushID(int_id); + if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height)) + { + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show used rect", &cfg->ShowTextureUsedRect); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImVec2 p = GetCursorScreenPos(); + if (tex->WantDestroyNextFrame) + Dummy(ImVec2((float)tex->Width, (float)tex->Height)); + else + ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (cfg->ShowTextureUsedRect) + GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255)); + if (highlight_rect != NULL) + { + ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height); + ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h); + RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f); + GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)); + } + PopStyleVar(); + + char texid_desc[30]; + Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); + Text("TexID = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->GetTexRef()), tex->BackendUserData); + TreePop(); + } + PopID(); } void ImGui::ShowMetricsWindow(bool* p_open) @@ -14609,7 +16350,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) DebugBreakClearData(); // Basic info - Text("Dear ImGui %s", GetVersion()); + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); if (g.ContextName[0] != 0) { SameLine(); @@ -14669,6 +16410,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) } }; +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + // Tools if (TreeNode("Tools")) { @@ -14722,7 +16467,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 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++) @@ -14737,7 +16482,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(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()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 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 @@ -14746,7 +16491,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(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()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 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(); @@ -14828,6 +16573,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } + // Details for Fonts + for (ImFontAtlas* atlas : g.FontAtlases) + if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { @@ -14864,14 +16617,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Details for Fonts - ImFontAtlas* atlas = g.IO.Fonts; - if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) - { - ShowFontAtlas(atlas); - TreePop(); - } - // Details for InputText if (TreeNode("InputText")) { @@ -14886,6 +16631,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + // Details for Docking #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) @@ -14954,7 +16710,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int n = buf_size - 1; n >= 0; n--) { ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; - BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : ""); + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } } TreePop(); } @@ -14963,19 +16724,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) { Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); { - // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. Indent(); -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; -#else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array - //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } -#endif - Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } - Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } - Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } - Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "Ctrl " : "", io.KeyShift ? "Shift " : "", io.KeyAlt ? "Alt " : "", io.KeySuper ? "Super " : ""); Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. DebugRenderKeyboardPreview(GetWindowDrawList()); Unindent(); @@ -15088,7 +16842,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); Text("NavActivateFlags: %04X", g.NavActivateFlags); - Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavFocusRoute[] = "); for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) @@ -15215,7 +16969,7 @@ bool ImGui::DebugBreakButton(const char* label, const char* description_of_locat ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); @@ -15234,16 +16988,6 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) TreePop(); } -static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) -{ - union { void* ptr; int integer; } tex_id_opaque; - memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); - if (sizeof(tex_id) >= sizeof(void*)) - ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); - else - ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); -} - // [DEBUG] Display contents of ImDrawList void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { @@ -15280,8 +17024,8 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con continue; } - char texid_desc[20]; - FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char texid_desc[30]; + FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TexRef); char buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); @@ -15370,98 +17114,223 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co out_draw_list->Flags = backup_flags; } +// [DEBUG] Compute mask of inputs with the same codepoint. +static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint) +{ + int mask = 0, count = 0; + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint)) + continue; + mask |= (1 << src_n); + count++; + } + return count > 1 ? mask : 0; +} + // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { - bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); - SameLine(); - if (SmallButton("Set as default")) - GetIO().FontDefault = font; - if (!opened) - return; + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + ImFontAtlas* atlas = font->OwnerAtlas; + bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); // Display preview text - PushFont(font); - Text("The quick brown fox jumps over the lazy dog"); - PopFont(); + if (!opened) + Indent(); + Indent(); + if (cfg->ShowFontPreview) + { + PushFont(font, 0.0f); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + } + if (!opened) + { + Unindent(); + Unindent(); + return; + } + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + SameLine(); + BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked); + if (SmallButton("Remove")) + atlas->RemoveFont(font); + EndDisabled(); + SameLine(); + if (SmallButton("Clear bakes")) + ImFontAtlasFontDiscardBakes(atlas, font, 0); + SameLine(); + if (SmallButton("Clear unused")) + ImFontAtlasFontDiscardBakes(atlas, font, 2); // Display details +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); - SameLine(); MetricsHelpMarker( + /*SameLine(); MetricsHelpMarker( "Note that the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/ +#endif + char c_str[5]; - Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); - Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); - const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); - Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + ImTextCharToUtf8(c_str, font->FallbackChar); + Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar); + ImTextCharToUtf8(c_str, font->EllipsisChar); + Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar); - // Display all glyphs of the fonts in separate pages of 256 characters - if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + for (int src_n = 0; src_n < font->Sources.Size; src_n++) { - ImDrawList* draw_list = GetWindowDrawList(); - const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); - const float cell_size = font->FontSize * 1; - const float cell_spacing = GetStyle().ItemSpacing.y; - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + ImFontConfig* src = font->Sources[src_n]; + if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y)) { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + Text("Loader: '%s'", loader->Name ? loader->Name : "N/A"); +#ifdef IMGUI_ENABLE_FREETYPE + if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0) { - base += 4096 - 256; - continue; - } - - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - - // Draw a 16x16 grid of glyphs - ImVec2 base_pos = GetCursorScreenPos(); - for (unsigned int n = 0; n < 256; n++) - { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (!glyph) - continue; - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + unsigned int loader_flags = src->FontLoaderFlags; + Text("FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) { - DebugNodeFontGlyph(font, glyph); - EndTooltip(); + ImFontAtlasFontDestroyOutput(atlas, font); + src->FontLoaderFlags = loader_flags; + ImFontAtlasFontInitOutput(atlas, font); } } - Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); +#endif TreePop(); } + } + if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool")) + { + TextWrapped("- First Input that contains the glyph is used.\n" + "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!"); + if (BeginTable("table", 2)) + { + for (unsigned int c = 0; c < 0x10000; c++) + if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c)) + { + unsigned int c_end = c + 1; + while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask) + c_end++; + if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask))) + { + char utf8_buf[5]; + for (unsigned int n = c; n < c_end; n++) + { + ImTextCharToUtf8(utf8_buf, n); + BulletText("Codepoint U+%04X (%s)", n, utf8_buf); + } + TreePop(); + } + TableNextColumn(); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + if (overlap_mask & (1 << src_n)) + { + Text("%d ", src_n); + SameLine(); + } + c = c_end - 1; + } + EndTable(); + } TreePop(); } + + // Display all glyphs of the fonts in separate pages of 256 characters + for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; + if (baked->OwnerFont != font) + continue; + PushID(baked_n); + if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) + { + if (SmallButton("Load all")) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++) + baked->FindGlyph((ImWchar)base); + + const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface); + Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent); + Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + DebugNodeFontGlyphesForSrcMask(font, baked, ~0); + TreePop(); + } + PopID(); + } TreePop(); + Unindent(); } -void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask) +{ + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = baked->Size * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL) + if (src_mask & (1 << glyph->SourceIdx)) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL; + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } +} + +void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) { Text("Codepoint: U+%04X", glyph->Codepoint); Separator(); @@ -15469,6 +17338,12 @@ void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) Text("AdvanceX: %.1f", glyph->AdvanceX); Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + if (glyph->PackId >= 0) + { + ImTextureRect* r = ImFontAtlasPackGetRect(font->OwnerAtlas, glyph->PackId); + Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); + } + Text("SourceIdx: %d", glyph->SourceIdx); } // [DEBUG] Display contents of ImGuiStorage @@ -15504,7 +17379,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { - ImDrawList* draw_list = GetForegroundDrawList(); + 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->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)); @@ -15535,9 +17410,9 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) if (open) { ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, - viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y); BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", @@ -15580,13 +17455,19 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) { ImRect r = window->NavRectRel[layer]; - if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); else BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); @@ -15594,7 +17475,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) } const ImVec2* pr = window->NavPreferredScoringPosRel; for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) - BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } @@ -15645,9 +17526,9 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); DebugNodeWindow(window, buf); - Indent(); + TreePush(buf); DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); - Unindent(); + TreePop(); } } @@ -15690,7 +17571,7 @@ static void SameLineOrWrap(const ImVec2& size) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); - if (window->ClipRect.Contains(ImRect(pos, pos + size))) + if (window->WorkRect.Contains(ImRect(pos, pos + size))) ImGui::SameLine(); } @@ -15699,18 +17580,30 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) ImGuiContext& g = *GImGui; ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) { g.DebugLogAutoDisableFrames = 2; g.DebugLogAutoDisableFlags |= flags; } - ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)"); + } } void ImGui::ShowDebugLogWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -15722,24 +17615,43 @@ void ImGui::ShowDebugLogWindow(bool* p_open) CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); SetItemTooltip("(except InputRouting which is spammy)"); + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); - //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) { g.DebugLogBuf.clear(); g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; } SameLine(); if (SmallButton("Copy")) SetClipboardText(g.DebugLogBuf.c_str()); - BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; @@ -15761,14 +17673,14 @@ void ImGui::ShowDebugLogWindow(bool* p_open) void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) { TextUnformatted(line_begin, line_end); - if (!IsItemHovered()) + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) return; ImGuiContext& g = *GImGui; ImRect text_rect = g.LastItemData.Rect; for (const char* p = line_begin; p <= line_end - 10; p++) { ImGuiID id = 0; - if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) continue; ImVec2 p0 = CalcTextSize(line_begin, p); ImVec2 p1 = CalcTextSize(p, p + 10); @@ -15902,116 +17814,162 @@ void ImGui::UpdateDebugToolItemPicker() EndTooltip(); } -// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() -void ImGui::UpdateDebugToolStackQueries() +// Update queries. The steps are: -1: query Stack, >= 0: query each stack item +// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time +static ImGuiID DebugItemPathQuery_UpdateAndGetHookId(ImGuiDebugItemPathQuery* query, ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiIDStackTool* tool = &g.DebugIDStackTool; - - // Clear hook when id stack tool is not visible - g.DebugHookIdInfo = 0; - if (g.FrameCount != tool->LastActiveFrame + 1) - return; - - // Update queries. The steps are: -1: query Stack, >= 0: query each stack item - // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time - const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; - if (tool->QueryId != query_id) + // Update query. Clear hook when no active query + if (query->MainID != id) { - tool->QueryId = query_id; - tool->StackLevel = -1; - tool->Results.resize(0); + query->MainID = id; + query->Step = -1; + query->Complete = false; + query->Results.resize(0); + query->ResultsDescBuf.resize(0); } - if (query_id == 0) - return; + query->Active = false; + if (id == 0) + return 0; // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) - int stack_level = tool->StackLevel; - if (stack_level >= 0 && stack_level < tool->Results.Size) - if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) - tool->StackLevel++; + if (query->Step >= 0 && query->Step < query->Results.Size) + if (query->Results[query->Step].QuerySuccess || query->Results[query->Step].QueryFrameCount > 2) + query->Step++; - // Update hook - stack_level = tool->StackLevel; - if (stack_level == -1) - g.DebugHookIdInfo = query_id; - if (stack_level >= 0 && stack_level < tool->Results.Size) + // Update status and hook + query->Complete = (query->Step == query->Results.Size); + if (query->Step == -1) { - g.DebugHookIdInfo = tool->Results[stack_level].ID; - tool->Results[stack_level].QueryFrameCount++; + query->Active = true; + return id; } + else if (query->Step >= 0 && query->Step < query->Results.Size) + { + query->Results[query->Step].QueryFrameCount++; + query->Active = true; + return query->Results[query->Step].ID; + } + return 0; +} + +// [DEBUG] ID Stack Tool: update query. Called by NewFrame() +void ImGui::UpdateDebugToolItemPathQuery() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = 0; + if (g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount) + id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(&g.DebugItemPathQuery, id); } // [DEBUG] ID Stack tool: hooks called by GetID() family functions void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiIDStackTool* tool = &g.DebugIDStackTool; - - // Step 0: stack query - // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. - if (tool->StackLevel == -1) + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + if (query->Active == false) { - tool->StackLevel++; - tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + IM_ASSERT(id == 0); + return; + } + ImGuiWindow* window = g.CurrentWindow; + + // Step -1: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (query->Step == -1) + { + IM_ASSERT(query->Results.Size == 0); + query->Step++; + query->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); for (int n = 0; n < window->IDStack.Size + 1; n++) - tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + query->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; return; } - // Step 1+: query for individual level - IM_ASSERT(tool->StackLevel >= 0); - if (tool->StackLevel != window->IDStack.Size) + // Step 0+: query for individual level + IM_ASSERT(query->Step >= 0); + if (query->Step != window->IDStack.Size) return; - ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + ImGuiStackLevelInfo* info = &query->Results[query->Step]; IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); - switch (data_type) + if (info->DescOffset == -1) { - case ImGuiDataType_S32: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); - break; - case ImGuiDataType_String: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); - break; - case ImGuiDataType_Pointer: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); - break; - case ImGuiDataType_ID: - if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. - return; - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); - break; - default: - IM_ASSERT(0); + const char* result = NULL; + const char* result_end = NULL; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatStringToTempBuffer(&result, &result_end, "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatStringToTempBuffer(&result, &result_end, "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatStringToTempBuffer(&result, &result_end, "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatStringToTempBuffer(&result, &result_end, "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->DescOffset = query->ResultsDescBuf.size(); + query->ResultsDescBuf.append(result, result_end + 1); // Include zero terminator } info->QuerySuccess = true; - info->DataType = data_type; + if (info->DataType == -1) + info->DataType = (ImS8)data_type; } -static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +static int DebugItemPathQuery_FormatLevelInfo(ImGuiDebugItemPathQuery* query, int n, bool format_for_ui, char* buf, size_t buf_size) { - ImGuiStackLevelInfo* info = &tool->Results[n]; - ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; - if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) - return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); - if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) - return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); - if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + ImGuiStackLevelInfo* info = &query->Results[n]; + ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name)); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&query->ResultsDescBuf.Buf[info->DescOffset])); + if (query->Step < query->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. return (*buf = 0); #ifdef IMGUI_ENABLE_TEST_ENGINE - if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() - return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label)); #endif return ImFormatString(buf, buf_size, "???"); } +static const char* DebugItemPathQuery_GetResultAsPath(ImGuiDebugItemPathQuery* query, bool hex_encode_non_ascii_chars) +{ + ImGuiTextBuffer* buf = &query->ResultPathBuf; + buf->resize(0); + for (int stack_n = 0; stack_n < query->Results.Size; stack_n++) + { + char level_desc[256]; + DebugItemPathQuery_FormatLevelInfo(query, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + buf->append(stack_n == 0 ? "//" : "/"); + for (const char* p = level_desc; *p != 0; ) + { + unsigned int c; + const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL); + if (c == '/') + buf->append("\\"); + if (c < 256 || !hex_encode_non_ascii_chars) + buf->append(p, p_next); + else for (; p < p_next; p++) + buf->appendf("\\x%02x", (unsigned char)*p); + p = p_next; + } + } + return buf->c_str(); +} + // ID Stack Tool: Display UI void ImGui::ShowIDStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -16019,64 +17977,54 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) return; } - // Display hovered/active status + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; ImGuiIDStackTool* tool = &g.DebugIDStackTool; - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - const ImGuiID active_id = g.ActiveId; -#ifdef IMGUI_ENABLE_TEST_ENGINE - Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); -#else - Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); -#endif + tool->LastActiveFrame = g.FrameCount; + const char* result_path = DebugItemPathQuery_GetResultAsPath(query, tool->OptHexEncodeNonAsciiChars); + Text("0x%08X", query->MainID); SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); - // CTRL+C to copy path + // Ctrl+C to copy path const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; - Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); + Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars); + SameLine(); + Checkbox("Ctrl+C: copy path", &tool->OptCopyToClipboardOnCtrlC); + PopStyleVar(); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); - if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) + if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) { tool->CopyToClipboardLastTime = (float)g.Time; - char* p = g.TempBuffer.Data; - char* p_end = p + g.TempBuffer.Size; - for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) - { - *p++ = '/'; - char level_desc[256]; - StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); - for (int n = 0; level_desc[n] && p + 2 < p_end; n++) - { - if (level_desc[n] == '/') - *p++ = '\\'; - *p++ = level_desc[n]; - } - } - *p = '\0'; - SetClipboardText(g.TempBuffer.Data); + SetClipboardText(result_path); } + Text("- Path \"%s\"", query->Complete ? result_path : ""); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", query->MainID ? ImGuiTestEngine_FindItemDebugLabel(&g, query->MainID) : ""); +#endif + Separator(); + // Display decorated stack - tool->LastActiveFrame = g.FrameCount; - if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + if (query->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) { const float id_width = CalcTextSize("0xDDDDDDDD").x; TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); TableHeadersRow(); - for (int n = 0; n < tool->Results.Size; n++) + for (int n = 0; n < query->Results.Size; n++) { - ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiStackLevelInfo* info = &query->Results[n]; TableNextColumn(); - Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + Text("0x%08X", (n > 0) ? query->Results[n - 1].ID : 0); TableNextColumn(); - StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + DebugItemPathQuery_FormatLevelInfo(query, n, true, g.TempBuffer.Data, g.TempBuffer.Size); TextUnformatted(g.TempBuffer.Data); TableNextColumn(); Text("0x%08X", info->ID); - if (n == tool->Results.Size - 1) + if (n == query->Results.Size - 1) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); } EndTable(); @@ -16092,6 +18040,7 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} @@ -16099,8 +18048,6 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -void ImGui::DebugLog(const char*, ...) {} -void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} void ImGui::ShowIDStackToolWindow(bool*) {} void ImGui::DebugStartItemPicker() {} @@ -16108,6 +18055,40 @@ void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = GetIO(); + ImFont* font_current = GetFont(); + if (BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + PushID((void*)font); + if (Selectable(font->GetDebugName(), font == font_current, ImGuiSelectableFlags_SelectOnNav)) + io.FontDefault = font; + if (font == font_current) + SetItemDefaultFocus(); + PopID(); + } + EndCombo(); + } + SameLine(); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- Read FAQ and docs/FONTS.md for more details."); + else + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} +#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. diff --git a/third_party/imgui/imgui.h b/third_party/imgui/imgui.h index a22e7ae9ce..be945c6118 100644 --- a/third_party/imgui/imgui.h +++ b/third_party/imgui/imgui.h @@ -1,53 +1,59 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (headers) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui -// - Releases & changelog ....... https://github.com/ocornut/imgui/releases -// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!) +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) -// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - 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_manual_online/manual/imgui_manual.html (w/ source code browser) -// For first-time users having issues compiling/linking/running/loading fonts: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. -// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90.9" -#define IMGUI_VERSION_NUM 19090 -#define IMGUI_HAS_TABLE +#define IMGUI_VERSION "1.92.5" +#define IMGUI_VERSION_NUM 19250 +#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 +#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) -// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -84,19 +90,24 @@ Index of this file: #endif // Helper Macros +// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.) #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR +#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro. // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different -// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) +// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...), +// and only works when using Code Analysis, rather than just normal compiling). +// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) @@ -128,15 +139,17 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- @@ -154,7 +167,7 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (often used to st typedef signed long long ImS64; // 64-bit signed integer typedef unsigned long long ImU64; // 64-bit unsigned integer -// Forward declarations +// Forward declarations: ImDrawList, ImFontAtlas layer struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. @@ -164,19 +177,31 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader -struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas +struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +struct ImFontBaked; // Baked data for a ImFont at a given size. struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.). +struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui. +struct ImTextureRect; // Coordinates of a rectangle within a texture. struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) + +// Forward declarations: ImGui layer struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) -struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage (container sorted by key) struct ImGuiStoragePair; // Helper for key->value storage (pair) @@ -190,9 +215,9 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma // Enumerations // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) @@ -207,12 +232,14 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use! +typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() @@ -224,8 +251,11 @@ typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: f typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() @@ -237,20 +267,6 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] -// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. -// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. -#ifndef ImTextureID -typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) -#endif - -// ImDrawIdx: vertex index. [Compile-time configurable type] -// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). -// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) -#endif - // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. @@ -261,6 +277,11 @@ typedef ImWchar32 ImWchar; typedef ImWchar16 ImWchar; #endif +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + // Callback and functions types typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() @@ -268,8 +289,8 @@ typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] -// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. -// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types. +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { @@ -295,6 +316,68 @@ struct ImVec4 }; IM_MSVC_RUNTIME_CHECKS_RESTORE +//----------------------------------------------------------------------------- +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +//----------------------------------------------------------------------------- + +// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. +// [Compile-time configurable type] +// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. +// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; +// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +// - User may submit their own textures to e.g. ImGui::Image() function by passing this value. +// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a +// ImTextureRef, which is stored inside a ImDrawCmd. +// - Compile-time type configuration: +// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ entry about textures for details. +// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various +// constructors if you like. You will need to implement ==/!= operators. +// History: +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. +#endif + +// Define this if you need 0 to be a valid ImTextureID for your backend. +#ifndef ImTextureID_Invalid +#define ImTextureID_Invalid ((ImTextureID)0) +#endif + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID) + ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID +#endif + + inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file. + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) @@ -312,12 +395,13 @@ namespace ImGui IMGUI_API void SetCurrentContext(ImGuiContext* ctx); // Main - IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! @@ -354,10 +438,10 @@ namespace ImGui // Child Windows // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". - // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. // Consider updating your old code: // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); - // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): // == 0.0f: use remaining parent window size for this axis. // > 0.0f: use specified size for this axis. @@ -380,10 +464,10 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos()) - IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead) - IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) - IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). @@ -399,20 +483,11 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. - // Content region - // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. - // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates - // Windows Scrolling // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). @@ -427,19 +502,39 @@ namespace ImGui IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. - // Parameters stacks (shared) - IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + // Parameters stacks (font) + // - PushFont(font, 0.0f) // Change font and keep current size + // - PushFont(NULL, 20.0f) // Keep font and change current size + // - PushFont(font, 20.0f) // Change font and set size to 20.0f + // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. + // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. + // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. + // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. + // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. + // *IMPORTANT* global scale factors are applied over the provided size. + // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. + // - If you want to apply a factor to the _current_ font size: + // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing + // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger + // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size. IMGUI_API void PopFont(); + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors. + IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize()) + + // Parameters stacks (shared) IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopTabStop(); - IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. - IMGUI_API void PopButtonRepeat(); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); // Parameters stacks (current window) IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). @@ -451,9 +546,7 @@ namespace ImGui // Style read access // - Use the ShowStyleEditor() function to interactively see/edit the colors. - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList @@ -463,19 +556,22 @@ namespace ImGui // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. - // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API). - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates - IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position) + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. IMGUI_API float GetCursorPosX(); // [window-local] " IMGUI_API float GetCursorPosY(); // [window-local] " IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " IMGUI_API void SetCursorPosX(float local_x); // [window-local] " IMGUI_API void SetCursorPosY(float local_y); // [window-local] " - IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. // Other layout functions IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. @@ -512,6 +608,7 @@ namespace ImGui IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); // Widgets: Text 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. @@ -527,7 +624,7 @@ namespace ImGui IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected @@ -543,13 +640,18 @@ namespace ImGui IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked // Widgets: Images - // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. - // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); - IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Widgets: Combo Box (Dropdown) // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. @@ -561,13 +663,13 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -586,7 +688,7 @@ namespace ImGui IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -607,7 +709,7 @@ namespace ImGui IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Input with Keyboard - // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); @@ -637,7 +739,7 @@ namespace ImGui // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); @@ -653,6 +755,7 @@ namespace ImGui IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. @@ -660,10 +763,23 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + // Widgets: List Boxes // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. - // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region @@ -808,7 +924,7 @@ namespace ImGui IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnIndex(); // return current column index. - IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for) IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) @@ -817,7 +933,7 @@ namespace ImGui // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column @@ -861,8 +977,8 @@ namespace ImGui // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) - // - Tooltips windows by exception are opted out of disabling. - // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void EndDisabled(); @@ -872,10 +988,12 @@ namespace ImGui IMGUI_API void PopClipRect(); // Focus, Activation - // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" - IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + // Keyboard/Gamepad Navigation + 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. 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. @@ -931,21 +1049,20 @@ namespace ImGui // Inputs Utilities: Keyboard/Mouse/Gamepad // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). - // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: - // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. - // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) + // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices) IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. // Inputs Utilities: Shortcut Testing & Routing [BETA] // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. - // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments) - // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments) + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. @@ -960,7 +1077,15 @@ namespace ImGui IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); - // Inputs Utilities: Mouse specific + // 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(...); 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. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + 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. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') @@ -968,6 +1093,7 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available @@ -979,7 +1105,7 @@ namespace ImGui IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape - IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. @@ -1001,6 +1127,10 @@ namespace ImGui IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); IMGUI_API void DebugStartItemPicker(); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif // Memory Allocators // - Those functions are not reliant on the current context. @@ -1038,8 +1168,8 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) - ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab) ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, @@ -1054,13 +1184,13 @@ enum ImGuiWindowFlags_ // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. - ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. + //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) #endif }; // Flags for ImGui::BeginChild() -// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) // About using AutoResizeX/AutoResizeY flags: // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. @@ -1071,7 +1201,7 @@ enum ImGuiWindowFlags_ enum ImGuiChildFlags_ { ImGuiChildFlags_None = 0, - ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " @@ -1079,7 +1209,25 @@ enum ImGuiChildFlags_ ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. - ImGuiChildFlags_NavFlattened = 1 << 8, // Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. }; // Flags for ImGui::InputText() @@ -1096,7 +1244,7 @@ enum ImGuiInputTextFlags_ // Inputs ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). @@ -1110,13 +1258,25 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + // Callback features - ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. - ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Multi-line Word-Wrapping [BETA] + // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237. + // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing. + // - Wrapping width needs to always account for the possibility of a vertical scrollbar. + // - It is much slower than regular text fields. + // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build). + // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less. + ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long. // Obsolete names //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior @@ -1132,21 +1292,30 @@ enum ImGuiTreeNodeFlags_ 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 - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). - ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. - ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column) - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining. ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. + // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls. + ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn + ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees). + ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees). + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7 + //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; @@ -1179,14 +1348,17 @@ enum ImGuiPopupFlags_ enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) 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, // (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. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; @@ -1216,10 +1388,17 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab - ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit - ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit - ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, + + // Fitting/Resize policy + 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, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2 +#endif }; // Flags for ImGui::BeginTabItem() @@ -1266,7 +1445,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled - ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, @@ -1274,7 +1453,7 @@ enum ImGuiHoveredFlags_ // Tooltips mode // - typically used in IsItemHovered() + SetTooltip() sequence. // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. - // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'. // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. @@ -1306,6 +1485,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target. ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1330,6 +1510,8 @@ enum ImGuiDataType_ ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) ImGuiDataType_COUNT }; @@ -1352,21 +1534,18 @@ enum ImGuiSortDirection : ImU8 ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well. -#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO) -#define IMGUI_DISABLE_OBSOLETE_KEYIO -#endif - // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. -// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). -// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. -// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). // The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. enum ImGuiKey : int { // Keyboard ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, @@ -1382,7 +1561,7 @@ enum ImGuiKey : int ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below! ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, ImGuiKey_Menu, ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, @@ -1420,33 +1599,36 @@ enum ImGuiKey : int ImGuiKey_KeypadEqual, ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. - // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // Gamepad + // (analog values are 0.0f to 1.0f) // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) - ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) - ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) - ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) - ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit - ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard - ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak - ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) - ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) - ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] - ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] - ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) - ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) - ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadRStickLeft, // [Analog] - ImGuiKey_GamepadRStickRight, // [Analog] - ImGuiKey_GamepadRStickUp, // [Analog] - ImGuiKey_GamepadRStickDown, // [Analog] + // // XBOX | SWITCH | PLAYSTA. | -> ACTION + ImGuiKey_GamepadStart, // Menu | + | Options | + ImGuiKey_GamepadBack, // View | - | Share | + ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog] + ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog] + ImGuiKey_GamepadL3, // L Stick | L3 | L3 | + ImGuiKey_GamepadR3, // R Stick | R3 | R3 | + ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // | | | [Analog] + ImGuiKey_GamepadRStickRight, // | | | [Analog] + ImGuiKey_GamepadRStickUp, // | | | [Analog] + ImGuiKey_GamepadRStickDown, // | | | [Analog] // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. @@ -1454,11 +1636,15 @@ enum ImGuiKey : int // [Internal] Reserved for mod storage ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, - ImGuiKey_COUNT, + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_END, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) - // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing - // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S). + // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience, + // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc. // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. @@ -1472,23 +1658,10 @@ enum ImGuiKey : int ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) ImGuiMod_Mask_ = 0xF000, // 4-bits - // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. - // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) - // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. - ImGuiKey_NamedKey_BEGIN = 512, - ImGuiKey_NamedKey_END = ImGuiKey_COUNT, - ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys - ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. -#else - ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys - ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. -#endif - #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore) ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl - ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; @@ -1510,7 +1683,7 @@ enum ImGuiInputFlags_ ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. // - Routing options ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). - ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. @@ -1518,26 +1691,12 @@ enum ImGuiInputFlags_ ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) }; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO -// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. -// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. -// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. -enum ImGuiNavInput -{ - ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, - ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, - ImGuiNavInput_COUNT, -}; -#endif - // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. - ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. 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. @@ -1545,6 +1704,11 @@ enum ImGuiConfigFlags_ // 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 +#endif }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. @@ -1553,8 +1717,9 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_None = 0, ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1593,6 +1758,7 @@ enum ImGuiCol_ ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, + ImGuiCol_InputTextCursor, // InputText cursor/caret ImGuiCol_TabHovered, // Tab background, when hovered ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected @@ -1609,11 +1775,15 @@ enum ImGuiCol_ ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) - ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target - ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item - ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB - ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, // Selected text inside an InputText + ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines + ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target + ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target + ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs) + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_COUNT, @@ -1621,6 +1791,7 @@ enum ImGuiCol_ ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] #endif }; @@ -1628,9 +1799,9 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { @@ -1655,16 +1826,23 @@ enum ImGuiStyleVar_ ImGuiStyleVar_CellPadding, // ImVec2 CellPadding ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase + ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize - ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle - ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize + ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign - ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding ImGuiStyleVar_COUNT @@ -1678,7 +1856,7 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] - //ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1696,10 +1874,16 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + // Alpha preview + // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. + // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + // - The new flags may be combined better and allow finer controls. + ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. + // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. - ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. - ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " @@ -1716,30 +1900,34 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. +#endif //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. -// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ { - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. - ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. - ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). - ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. - ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now. - ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. - - // Obsolete names - //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. }; // Identify a mouse button. @@ -1765,6 +1953,8 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT }; @@ -1888,7 +2078,7 @@ enum ImGuiTableColumnFlags_ ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. @@ -1958,9 +2148,19 @@ struct ImGuiTableColumnSortSpecs }; //----------------------------------------------------------------------------- -// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> //----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + //----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. @@ -2003,7 +2203,7 @@ struct ImVector // Constructors, destructor inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything @@ -2063,11 +2263,18 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { + // Font scaling + // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors) + float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user. + float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + float Alpha; // Global alpha applies to everything in Dear ImGui. float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. @@ -2086,19 +2293,31 @@ struct ImGuiStyle float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. + float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes). float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageBorderSize; // Thickness of border around Image() calls. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float 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. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line. + 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. 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 SeparatorTextBorderSize; // Thickkness of border in SeparatorText() + 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. ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. @@ -2109,6 +2328,8 @@ struct ImGuiStyle bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors ImVec4 Colors[ImGuiCol_COUNT]; // Behaviors @@ -2119,8 +2340,18 @@ struct ImGuiStyle ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. - IMGUI_API ImGuiStyle(); - IMGUI_API void ScaleAllSizes(float scale_factor); + // [Internal] + float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). + float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work. + + // Functions + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif }; //----------------------------------------------------------------------------- @@ -2132,6 +2363,8 @@ struct ImGuiStyle // - initialization: backends and user code writes to ImGuiIO. // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. //----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. @@ -2149,30 +2382,42 @@ struct ImGuiIO // Configuration // Default value //------------------------------------------------------------------ - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). void* UserData; // = NULL // Store your own data. + // Font system ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. 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 ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. // Inputs Behaviors @@ -2187,12 +2432,38 @@ struct ImGuiIO // Debug options //------------------------------------------------------------------ + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. - // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version. bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() // - This is inconsistent with other BeginXXX functions and create confusion for many users. @@ -2209,10 +2480,11 @@ struct ImGuiIO bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) //------------------------------------------------------------------ - // Platform Functions + // Platform Identifiers // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL @@ -2220,19 +2492,6 @@ struct ImGuiIO void* BackendRendererUserData; // = NULL // User data for renderer backend void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend - // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) - const char* (*GetClipboardTextFn)(void* user_data); - void (*SetClipboardTextFn)(void* user_data, const char* text); - void* ClipboardUserData; - - // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) - // (default to use native imm32 api on Windows) - void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); - - // Optional: Platform locale - ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point - //------------------------------------------------------------------ // Input - Call before calling NewFrame() //------------------------------------------------------------------ @@ -2254,9 +2513,6 @@ struct ImGuiIO IMGUI_API void ClearEventsQueue(); // Clear all incoming events. IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. IMGUI_API void ClearInputMouse(); // Clear current mouse state. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). -#endif //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -2267,10 +2523,10 @@ struct ImGuiIO bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 @@ -2289,17 +2545,17 @@ struct ImGuiIO // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). - bool KeyCtrl; // Keyboard modifier down: Control + bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt - bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) // Other state maintained from data above + IO function calls - ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() - ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MouseClickedPos[5]; // Position at time of clicking @@ -2309,29 +2565,40 @@ struct ImGuiIO ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. bool MouseReleased[5]; // Mouse button went from Down to !Down + double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. - bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. - bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. bool AppFocusLost; // Only modify via AddFocusEvent() bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() - ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] - bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. - bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. - float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. #endif IMGUI_API ImGuiIO(); @@ -2344,7 +2611,7 @@ struct ImGuiIO // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // The callback function should return 0 by default. // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) -// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows @@ -2366,10 +2633,10 @@ struct ImGuiInputTextCallbackData ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] 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 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 bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] int CursorPos; // // Read-write // [Completion,History,Always] - int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection int SelectionEnd; // // Read-write // [Completion,History,Always] // Helper functions for text manipulation. @@ -2471,10 +2738,11 @@ struct ImGuiTextBuffer ImGuiTextBuffer() { } inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } - const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } IMGUI_API void append(const char* str, const char* str_end = NULL); @@ -2537,6 +2805,13 @@ struct ImGuiStorage #endif }; +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +enum ImGuiListClipperFlags_ +{ + ImGuiListClipperFlags_None = 0, + ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row. +}; + // Helper: Manually clip large list of items. // If you have lots evenly spaced items and you have random access to the list, you can perform coarse // clipping based on visibility to only submit items that are in view. @@ -2564,10 +2839,12 @@ struct ImGuiListClipper int DisplayEnd; // End of items to display (exclusive) int ItemsCount; // [Internal] Number of items float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it - float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. void* TempData; // [Internal] Internal data + 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) + // 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(). IMGUI_API ImGuiListClipper(); IMGUI_API ~ImGuiListClipper(); @@ -2580,9 +2857,14 @@ struct ImGuiListClipper inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] - inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif }; @@ -2590,35 +2872,43 @@ struct ImGuiListClipper // Helpers: ImVec2/ImVec4 operators // - 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) -// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake. #ifdef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED IM_MSVC_RUNTIME_CHECKS_OFF -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } -static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } -static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } -static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } -static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } -static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } -static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +// ImVec2 operators +inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +// ImVec4 operators +inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); } +inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); } +inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); } +inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); } +inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers macros to generate 32-bit encoded colors -// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. #ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 @@ -2660,6 +2950,155 @@ struct ImColor static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + 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 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_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. +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + //----------------------------------------------------------------------------- // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. @@ -2667,7 +3106,14 @@ struct ImColor // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX -#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) #endif // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] @@ -2691,21 +3137,24 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // Backends made for <1.71. will typically ignore the VtxOffset fields. -// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. - void* UserCallbackData; // 4-8 // The draw callback code can access this. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. - ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) - inline ImTextureID GetTexID() const { return TextureId; } + // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used! + inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID) }; // Vertex layout @@ -2728,7 +3177,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; struct ImDrawCmdHeader { ImVec4 ClipRect; - ImTextureID TextureId; + ImTextureRef TexRef; unsigned int VtxOffset; }; @@ -2739,7 +3188,6 @@ struct ImDrawChannel ImVector _IdxBuffer; }; - // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter @@ -2795,7 +3243,7 @@ enum ImDrawListFlags_ // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). -// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2814,19 +3262,21 @@ struct ImDrawList ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) ImVector _ClipRectStack; // [Internal] - ImVector _TextureIdStack; // [Internal] + ImVector _TextureStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content const char* _OwnerName; // Pointer to owner window's name for debugging - // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); - ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(ImTextureID texture_id); - IMGUI_API void PopTextureID(); + IMGUI_API void PushTexture(ImTextureRef tex_ref); + IMGUI_API void PopTexture(); inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } @@ -2852,24 +3302,24 @@ struct ImDrawList IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); - IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) // General polygon // - Only simple polygons are supported by filling functions (no self-intersections, no holes). - // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); // Image primitives - // - Read FAQ to understand what ImTextureID is. + // - Read FAQ to understand what ImTextureID/ImTextureRef are. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. @@ -2887,10 +3337,20 @@ struct ImDrawList IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); - // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + // 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 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, 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 - IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead. // Advanced: Channels // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) @@ -2915,20 +3375,26 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0 + inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0 +#endif //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) - //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) - //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) // [Internal helpers] + IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data); IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedTexture(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTexture(ImTextureRef tex_ref); IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); @@ -2940,14 +3406,15 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size) + int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. // Functions ImDrawData() { Clear(); } @@ -2957,48 +3424,146 @@ struct ImDrawData IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; +//----------------------------------------------------------------------------- +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +//----------------------------------------------------------------------------- +// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'. +// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID. +// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM. +//----------------------------------------------------------------------------- + +#undef Status // X11 headers are leaking this. + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +enum ImTextureFormat +{ + ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight +}; + +// Status of a texture to communicate with Renderer Backend. +enum ImTextureStatus +{ + ImTextureStatus_OK, + ImTextureStatus_Destroyed, // Backend destroyed the texture. + ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done. + ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. + ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done. +}; + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +struct ImTextureRect +{ + unsigned short x, y; // Upper-left coordinates of rectangle to update + unsigned short w, h; // Size of rectangle to update (in pixels) +}; + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. + // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +struct ImTextureData +{ + //------------------------------------------ core / backend --------------------------------------- + int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + int Width; // w r // Texture width + int Height; // w r // Texture height + int BytesPerPixel; // w r // 4 or 1 + unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[]. + ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[]. + ImVector Updates; // w r // Array of individual updates. + int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown. + bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + // Functions + ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; } + ~ImTextureData() { DestroyPixels(); } + IMGUI_API void Create(ImTextureFormat format, int w, int h); + IMGUI_API void DestroyPixels(); + void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; } + void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; } + int GetSizeInBytes() const { return Width * Height * BytesPerPixel; } + int GetPitch() const { return Width * BytesPerPixel; } + ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; } + ImTextureID GetTexID() const { return TexID; } + + // Called by Renderer backend + // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly! + // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode. + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } + void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame) Status = ImTextureStatus_WantCreate; } +}; + //----------------------------------------------------------------------------- // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- +// A font input/source (we may rename this to ImFontSource in the future) struct ImFontConfig { + // Data Source + char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). - int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). - float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font - float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). + + // Options bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries. + ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + ImU32 FontNo; // 0 // Index of font within TTF/OTF file + unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags. float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. - float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. - ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont* DstFont; + ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + void* FontLoaderData; // Font loader opaque storage (per font config) IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. -// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. - unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates + unsigned int SourceIdx : 4; // Index of source in parent font + unsigned int Codepoint : 26; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance cursor/layout position. + float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position. + float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) + + ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; } }; // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). @@ -3017,17 +3582,21 @@ struct ImFontGlyphRangesBuilder IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; -// See ImFontAtlas::AddCustomRectXXX functions. -struct ImFontAtlasCustomRect +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +typedef int ImFontAtlasRectId; +#define ImFontAtlasRectId_Invalid -1 + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +struct ImFontAtlasRect { - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) - float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset - ImFont* Font; // Input // For custom font glyphs only: target font - ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } + unsigned short x, y; // Position (in current texture) + unsigned short w, h; // Size + ImVec2 uv0, uv1; // UV coordinates (in current texture) + + ImFontAtlasRect() { memset(this, 0, sizeof(*this)); } }; // Flags for ImFontAtlas build @@ -3043,12 +3612,14 @@ enum ImFontAtlasFlags_ // - One or more fonts. // - Custom graphics data needed to render the shapes needed by Dear ImGui. // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). -// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. -// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. -// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. -// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. -// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. @@ -3062,35 +3633,49 @@ struct ImFontAtlas IMGUI_API ~ImFontAtlas(); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); - IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); - IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. - IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. - IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. - IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. - IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. - IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). - IMGUI_API void Clear(); // Clear all input and output. + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void RemoveFont(ImFont* font); - // Build atlas, retrieve pixel data. - // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). - // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into - // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. - IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. - IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel - IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... - void SetTexID(ImTextureID id) { TexID = id; } + IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures). + IMGUI_API void CompactCache(); // Compact cached glyphs and texture. + IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime. + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). + IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation. + void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends. + bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent.. +#endif //------------------------------------------- // Glyph Ranges //------------------------------------------- + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. - IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs @@ -3099,120 +3684,211 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters +#endif //------------------------------------------- - // [BETA] Custom Rectangles/Glyphs API + // [ALPHA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // - After calling Build(), you can query the rectangle position and render your pixels. - // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. - // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. // - Read docs/FONTS.md for more details about using colorful icons. - // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); - ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } - - // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error. + IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected. + IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)! //------------------------------------------- // Members //------------------------------------------- + // Input ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512. + int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128. + int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192. + int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192. void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + // Output + // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame. + // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef. +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). +#else + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. +#endif + ImTextureData* TexData; // Latest texture. + // [Internal] - // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. - bool TexReady; // Set when texture was built matching current font input - bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. - unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight - unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - int TexHeight; // Texture height calculated during Build(). - ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) - ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created. ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Configuration data + ImVector Sources; // Source/configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines - - // [Internal] Font builder - const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). - unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. - - // [Internal] Packing data - int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors - int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + int TexNextUniqueID; // Next value to be stored in TexData->UniqueID + int FontNextUniqueID; // Next value to be stored in ImFont->FontID + ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context. + ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name + void* FontLoaderData; // Font backend opaque storage + unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + int RefCount; // Number of contexts using this atlas + ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it. // [Obsolete] - //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. + ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0 + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0 + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0 + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0 +#endif + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0 + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +struct ImFontBaked +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + float RasterizerDensity; // 4 // in // Density this is baked at + + // [Internal] Members: Hot ~28/36 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // All glyphs. + int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar + + // [Internal] Members: Cold + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + unsigned int WantDestroy:1; // 0 // // Queued for destroy + unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls. + unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw. + int LastUsedFrame; // 4 // // Record of that time this was bounds + ImGuiID BakedId; // 4 // // Unique ID for this baked storage + ImFont* OwnerFont; // 4-8 // in // Parent font + void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + IMGUI_API ImFontBaked(); + IMGUI_API void ClearOutputData(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists. + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist + IMGUI_API float GetCharAdvance(ImWchar c); + IMGUI_API bool IsGlyphLoaded(ImWchar c); +}; + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +enum ImFontFlags_ +{ + ImFontFlags_None = 0, + ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. + ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs. + ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. }; // Font runtime data and rendering -// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). struct ImFont { - // Members: Hot ~20/24 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). - float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + // [Internal] Members: Hot ~12-20 bytes + ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into. + ImFontFlags Flags; // 4 // Font flags. + float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. - // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) - ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. - ImVector Glyphs; // 12-16 // out // // All glyphs. - const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - - // Members: Cold ~32/40 bytes - ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into - const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData - short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. - short EllipsisCharCount; // 1 // out // 1 or 3 - float EllipsisWidth; // 4 // out // Width - float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 - bool DirtyLookupTables; // 1 // out // - float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + // [Internal] Members: Cold ~24-52 bytes + // Conceptually Sources[] is the list of font sources merged to create this font. + ImGuiID FontId; // Unique identifier for the font + float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + ImVector Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). + ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated. + ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() +#endif // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; - IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; - float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } - bool IsLoaded() const { return ContainerAtlas != NULL; } - const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } - - // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. - // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. - IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 - IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + IMGUI_API bool IsGlyphInFont(ImWchar c); + bool IsLoaded() const { return OwnerAtlas != NULL; } + const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL); + IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, 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); } +#endif // [Internal] Don't use! - IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); - IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); - IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. - IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph. IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +// This is provided for consistency (but we don't actually use this) +inline ImTextureID ImTextureRef::GetTexID() const +{ + IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid)); + return _TexData ? _TexData->TexID : _TexID; +} + +// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too) +inline ImTextureID ImDrawCmd::GetTexID() const +{ + // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92) + // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. + ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above. + if (TexRef._TexData != NULL) + IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!"); + return tex_id; +} + //----------------------------------------------------------------------------- // [SECTION] Viewports //----------------------------------------------------------------------------- @@ -3223,7 +3899,7 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -3239,6 +3915,7 @@ struct ImGuiViewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) @@ -3257,14 +3934,73 @@ struct ImGuiViewport // [SECTION] Platform Dependent Interfaces //----------------------------------------------------------------------------- -// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Input - Interface with OS and Platform backend (most common stuff) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Input - Interface with Renderer Backend + //------------------------------------------------------------------ + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + int Renderer_TextureMaxWidth; + int Renderer_TextureMaxHeight; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Output + //------------------------------------------------------------------ + + // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. + ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + + IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown. + IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown. +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). struct ImGuiPlatformImeData { - bool WantVisible; // A widget wants the IME to be visible - ImVec2 InputPos; // Position of the input cursor - float InputLineHeight; // Line height + bool WantVisible; // A widget wants the IME to be visible. + bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + ImVec2 InputPos; // Position of input cursor (for IME). + float InputLineHeight; // Line height (for IME). + ImGuiID ViewportId; // ID of platform window/viewport. - ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -3276,29 +4012,42 @@ struct ImGuiPlatformImeData #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.92.0 (from June 2025) + inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); } + IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows. + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. + // OBSOLETED in 1.91.0 (from July 2024) + inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + inline void PopButtonRepeat() { PopItemFlag(); } + inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! // OBSOLETED in 1.90.0 (from September 2023) - static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } - static inline void EndChildFrame() { EndChild(); } - //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border - //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border - static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } - IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + inline void EndChildFrame() { EndChild(); } + //inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); - // OBSOLETED in 1.89.7 (from June 2023) - IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. - // OBSOLETED in 1.89.4 (from March 2023) - static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); } - static inline void PopAllowKeyboardFocus() { PopTabStop(); } - // OBSOLETED in 1.89 (from August 2022) - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) - // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024) - IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! - //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + // OBSOLETED in 1.89.7 (from June 2023) + //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item. + //-- OBSOLETED in 1.89.4 (from March 2023) + //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + //static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. //-- OBSOLETED in 1.88 (from May 2022) - //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. - //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } //-- OBSOLETED in 1.86 (from November 2021) //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. //-- OBSOLETED in 1.85 (from August 2021) @@ -3353,6 +4102,25 @@ namespace ImGui //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +typedef ImFontAtlasRect ImFontAtlasCustomRect; +/*struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension + unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset + ImFont* Font; // Input // [Internal] For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +};*/ + //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() //typedef ImDrawFlags ImDrawCornerFlags; //enum ImDrawCornerFlags_ @@ -3370,9 +4138,9 @@ namespace ImGui //}; // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) -// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. -typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. -enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; @@ -3381,10 +4149,7 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) -#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) -#define IMGUI_DISABLE_DEBUG_TOOLS -#endif -#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#ifdef IMGUI_DISABLE_METRICS_WINDOW #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. #endif diff --git a/third_party/imgui/imgui_demo.cpp b/third_party/imgui/imgui_demo.cpp index 955f3d1db8..a3996d961b 100644 --- a/third_party/imgui/imgui_demo.cpp +++ b/third_party/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (demo code) // Help: @@ -11,7 +11,7 @@ // Get the latest version at https://github.com/ocornut/imgui // How to easily locate code? -// - Use the Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools // - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html // - Find a visible string and search for it in the code! @@ -59,9 +59,10 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. /* @@ -70,12 +71,38 @@ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() -// - ShowDemoWindow() -// - sub section: ShowDemoWindowWidgets() -// - sub section: ShowDemoWindowLayout() -// - sub section: ShowDemoWindowPopups() -// - sub section: ShowDemoWindowTables() -// - sub section: ShowDemoWindowInputs() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsFonts() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() @@ -92,6 +119,7 @@ Index of this file: // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() */ @@ -112,6 +140,9 @@ Index of this file: #if !defined(_MSC_VER) || _MSC_VER >= 1800 #include // PRId64/PRIu64, not avail in some MinGW headers. #endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif // Visual Studio warnings #ifdef _MSC_VER @@ -129,6 +160,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. @@ -137,13 +169,18 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif // Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) @@ -189,19 +226,21 @@ Index of this file: #endif //----------------------------------------------------------------------------- -// [SECTION] Forward Declarations, Helpers +// [SECTION] Forward Declarations //----------------------------------------------------------------------------- #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations +struct ImGuiDemoWindowData; static void ShowExampleAppMainMenuBar(); +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 ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); -static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); @@ -211,13 +250,19 @@ static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleMenuFile(); // We split the contents of the big ShowDemoWindow() function into smaller functions -// (because the link time of very large functions grow non-linearly) -static void ShowDemoWindowWidgets(); -static void ShowDemoWindowLayout(); -static void ShowDemoWindowPopups(); -static void ShowDemoWindowTables(); -static void ShowDemoWindowColumns(); -static void ShowDemoWindowInputs(); +// (because the link time of very large functions tends to grow non-linearly) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); //----------------------------------------------------------------------------- // [SECTION] Helpers @@ -243,19 +288,44 @@ extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; extern void* GImGuiDemoMarkerCallbackUserData; ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; void* GImGuiDemoMarkerCallbackUserData = NULL; -#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback("imgui_demo.cpp", __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- -// - ShowDemoWindow() -// - ShowDemoWindowWidgets() -// - ShowDemoWindowLayout() -// - ShowDemoWindowPopups() -// - ShowDemoWindowTables() -// - ShowDemoWindowColumns() -// - ShowDemoWindowInputs() -//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + bool DisableSections = false; + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. @@ -269,56 +339,36 @@ void ImGui::ShowDemoWindow(bool* p_open) // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. IMGUI_CHECKVERSION(); - // Examples Apps (accessible from the "Examples" menu) - static bool show_app_main_menu_bar = false; - static bool show_app_console = false; - static bool show_app_custom_rendering = false; - static bool show_app_documents = false; - static bool show_app_log = false; - static bool show_app_layout = false; - static bool show_app_property_editor = false; - static bool show_app_simple_overlay = false; - static bool show_app_auto_resize = false; - static bool show_app_constrained_resize = false; - static bool show_app_fullscreen = false; - static bool show_app_long_text = false; - static bool show_app_window_titles = false; + // Stored data + static ImGuiDemoWindowData demo_data; - if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); - if (show_app_console) ShowExampleAppConsole(&show_app_console); - if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - if (show_app_log) ShowExampleAppLog(&show_app_log); - if (show_app_layout) ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); - if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); - if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); - if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } // Dear ImGui Tools (accessible from the "Tools" menu) - static bool show_tool_metrics = false; - static bool show_tool_debug_log = false; - static bool show_tool_id_stack_tool = false; - static bool show_tool_style_editor = false; - static bool show_tool_about = false; - - if (show_tool_metrics) - ImGui::ShowMetricsWindow(&show_tool_metrics); - if (show_tool_debug_log) - ImGui::ShowDebugLogWindow(&show_tool_debug_log); - if (show_tool_id_stack_tool) - ImGui::ShowIDStackToolWindow(&show_tool_id_stack_tool); - if (show_tool_style_editor) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) { - ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor); + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); ImGui::ShowStyleEditor(); ImGui::End(); } - if (show_tool_about) - ImGui::ShowAboutWindow(&show_tool_about); // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; @@ -360,68 +410,22 @@ void ImGui::ShowDemoWindow(bool* p_open) return; } - // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. - // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) - //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); - // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. - ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + // Most framed widgets share a common width settings. Remaining width is used for the label. + // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). + // - Positive value for absolute size, negative value for right-alignment. + // - The default value is about GetWindowWidth() * 0.65f. + // - See 'Demo->Layout->Widgets Width' for details. + // Here we change the frame width based on how much width we want to give to the label. + const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size. + const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets. + const float label_width = IM_MIN(label_width_base, label_width_max); + ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label. + //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels. + //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets. + //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets. // Menu Bar - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - IMGUI_DEMO_MARKER("Menu/File"); - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Examples")) - { - IMGUI_DEMO_MARKER("Menu/Examples"); - ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); - - ImGui::SeparatorText("Mini apps"); - ImGui::MenuItem("Console", NULL, &show_app_console); - ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); - ImGui::MenuItem("Documents", NULL, &show_app_documents); - ImGui::MenuItem("Log", NULL, &show_app_log); - ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); - ImGui::MenuItem("Simple layout", NULL, &show_app_layout); - ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); - - ImGui::SeparatorText("Concepts"); - ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); - ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); - ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); - ImGui::MenuItem("Long text display", NULL, &show_app_long_text); - ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); - - ImGui::EndMenu(); - } - //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! - if (ImGui::BeginMenu("Tools")) - { - IMGUI_DEMO_MARKER("Menu/Tools"); -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - const bool has_debug_tools = true; -#else - const bool has_debug_tools = false; -#endif - ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools); - ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); - ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools); - ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); - bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent; - if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) - ImGui::DebugStartItemPicker(); - if (!is_debugger_present) - ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); - ImGui::Separator(); - ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } + DemoWindowMenuBar(&demo_data); ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); @@ -439,7 +443,9 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("See comments in imgui.cpp."); ImGui::BulletText("See example applications in the examples/ folder."); - ImGui::BulletText("Read the FAQ at https://www.dearimgui.com/faq/"); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); @@ -459,8 +465,6 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Enable keyboard controls."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); @@ -487,6 +491,29 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); + ImGui::SeparatorText("Widgets"); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); @@ -494,18 +521,35 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); - ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); - ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); ImGui::Text("Also see Style->Rendering for rendering options."); + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools ImGui::SeparatorText("Debug"); ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); ImGui::BeginDisabled(); - ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // . + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); ImGui::EndDisabled(); ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); @@ -532,16 +576,19 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); ImGui::EndDisabled(); + ImGui::TreePop(); ImGui::Spacing(); } - IMGUI_DEMO_MARKER("Configuration/Style"); - if (ImGui::TreeNode("Style")) + IMGUI_DEMO_MARKER("Configuration/Style, Fonts"); + if (ImGui::TreeNode("Style, Fonts")) { + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); - ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Spacing(); } @@ -587,27 +634,189 @@ void ImGui::ShowDemoWindow(bool* p_open) } // All demo contents - ShowDemoWindowWidgets(); - ShowDemoWindowLayout(); - ShowDemoWindowPopups(); - ShowDemoWindowTables(); - ShowDemoWindowInputs(); + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); // End of ShowDemoWindow() ImGui::PopItemWidth(); ImGui::End(); } -static void ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) { - IMGUI_DEMO_MARKER("Widgets"); - if (!ImGui::CollapsingHeader("Widgets")) - return; + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); - static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom - if (disable_all) - ImGui::BeginDisabled(); + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ IMGUI_DEMO_MARKER("Widgets/Basic"); if (ImGui::TreeNode("Basic")) { @@ -633,6 +842,9 @@ static void ShowDemoWindowWidgets() ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); ImGui::RadioButton("radio c", &e, 2); + ImGui::AlignTextToFramePadding(); + ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling"); + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); for (int i = 0; i < 7; i++) @@ -659,11 +871,11 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); static int counter = 0; float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::PushButtonRepeat(true); + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } - ImGui::PopButtonRepeat(); + ImGui::PopItemFlag(); ImGui::SameLine(); ImGui::Text("%d", counter); @@ -675,19 +887,20 @@ static void ShowDemoWindowWidgets() ImGui::SeparatorText("Inputs"); { - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); HelpMarker( "USER:\n" - "Hold SHIFT or use mouse to select text.\n" - "CTRL+Left/Right to word jump.\n" - "CTRL+A or Double-Click to select all.\n" - "CTRL+X,CTRL+C,CTRL+V clipboard.\n" - "CTRL+Z,CTRL+Y undo/redo.\n" - "ESCAPE to revert.\n\n" + "Hold Shift or use mouse to select text.\n" + "Ctrl+Left/Right to word jump.\n" + "Ctrl+A or Double-Click to select all.\n" + "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" + "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" + "Escape to revert.\n\n" "PROGRAMMER:\n" "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " @@ -724,8 +937,8 @@ static void ShowDemoWindowWidgets() ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); HelpMarker( "Click and drag to edit value.\n" - "Hold SHIFT/ALT for faster/slower edit.\n" - "Double-click or CTRL+click to input value."); + "Hold Shift/Alt for faster/slower edit.\n" + "Double-Click or Ctrl+Click to input value."); ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); @@ -741,7 +954,7 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("Ctrl+Click to input value."); static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); @@ -759,7 +972,7 @@ static void ShowDemoWindowWidgets() static int elem = Element_Fire; const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; - ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } @@ -773,8 +986,8 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "Click and hold to use drag and drop.\n" - "Right-click on the color square to show options.\n" - "CTRL+click on individual component to input value.\n"); + "Right-Click on the color square to show options.\n" + "Ctrl+Click on individual component to input value.\n"); ImGui::ColorEdit4("color 2", col2); } @@ -803,230 +1016,44 @@ static void ShowDemoWindowWidgets() "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tooltips"); - if (ImGui::TreeNode("Tooltips")) - { - // Tooltips are windows following the mouse. They do not take focus away. - ImGui::SeparatorText("General"); - - // Typical use cases: - // - Short-form (text only): SetItemTooltip("Hello"); - // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } - - // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } - // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } - - HelpMarker( - "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" - "We provide a helper SetItemTooltip() function to perform the two with standards flags."); - - ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); - - ImGui::Button("Basic", sz); - ImGui::SetItemTooltip("I am a tooltip"); - - ImGui::Button("Fancy", sz); - if (ImGui::BeginItemTooltip()) - { - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Always On"); - - // Showcase NOT relying on a IsItemHovered() to emit a tooltip. - // Here the tooltip is always emitted when 'always_on == true'. - static int always_on = 0; - ImGui::RadioButton("Off", &always_on, 0); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Simple)", &always_on, 1); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Advanced)", &always_on, 2); - if (always_on == 1) - ImGui::SetTooltip("I am following you around."); - else if (always_on == 2 && ImGui::BeginTooltip()) - { - ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Custom"); - - HelpMarker( - "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" - "tooltip activation details across your application. You may however decide to use custom" - "flags for a specific tooltip instance."); - - // The following examples are passed for documentation purpose but may not be useful to most users. - // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from - // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used. - // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. - ImGui::Button("Manual", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a manually emitted tooltip."); - - ImGui::Button("DelayNone", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) - ImGui::SetTooltip("I am a tooltip with no delay."); - - ImGui::Button("DelayShort", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); - - ImGui::Button("DelayLong", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); - - ImGui::Button("Stationary", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) - ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); - - // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', - // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. - ImGui::BeginDisabled(); - ImGui::Button("Disabled item", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a a tooltip for a disabled item."); - ImGui::EndDisabled(); + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); ImGui::TreePop(); } +} - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- - IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); - if (ImGui::TreeNode("Tree Nodes")) +static void DemoWindowWidgetsBullets() +{ + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) { - IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); - if (ImGui::TreeNode("Basic trees")) + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) { - for (int i = 0; i < 5; i++) - { - // Use SetNextItemOpen() so set the default state of a node to be open. We could - // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! - if (i == 0) - ImGui::SetNextItemOpen(true, ImGuiCond_Once); - - // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. - // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', - // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. - ImGui::PushID(i); - if (ImGui::TreeNode("", "Child %d", i)) - { - ImGui::Text("blah blah"); - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - ImGui::TreePop(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); - if (ImGui::TreeNode("Advanced, with Selectable nodes")) - { - HelpMarker( - "This is a more typical looking tree with selectable nodes.\n" - "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; - static bool align_label_with_current_x_position = false; - static bool test_drag_and_drop = false; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); - ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); - ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); - ImGui::Text("Hello!"); - if (align_label_with_current_x_position) - ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - - // 'selection_mask' is dumb representation of what may be user-side selection state. - // You may retain selection state inside or outside your objects in whatever format you see fit. - // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end - /// of the loop. May be a pointer to your own node type, etc. - static int selection_mask = (1 << 2); - int node_clicked = -1; - for (int i = 0; i < 6; i++) - { - // Disable the default "open on single-click behavior" + set Selected flag according to our selection. - // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. - ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)) != 0; - if (is_selected) - node_flags |= ImGuiTreeNodeFlags_Selected; - if (i < 3) - { - // Items 0..2 are Tree Node - bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - if (i == 2) - { - // Item 2 has an additional inline button to help demonstrate SpanTextWidth. - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - } - if (node_open) - { - ImGui::BulletText("Blah blah\nBlah Blah"); - ImGui::TreePop(); - } - } - else - { - // Items 3..5 are Tree Leaves - // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can - // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). - node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet - ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - } - } - 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::BulletText("Another bullet point"); ImGui::TreePop(); } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); if (ImGui::TreeNode("Collapsing Headers")) { @@ -1050,97 +1077,689 @@ static void ShowDemoWindowWidgets() */ ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Bullets"); - if (ImGui::TreeNode("Bullets")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsColorAndPickers() +{ + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) { - ImGui::BulletText("Bullet point 1"); - ImGui::BulletText("Bullet point 2\nOn multiple lines"); - if (ImGui::TreeNode("Tree node")) + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None; + + ImGui::SeparatorText("Options"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::SeparatorText("Inline color editor"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Ctrl+Click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) { - ImGui::BulletText("Another bullet point"); - ImGui::TreePop(); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; } - ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); ImGui::SmallButton("Button"); + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::SeparatorText("Color picker"); + + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int picker_mode = 0; + static int display_mode = 0; + static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar; + + ImGui::PushID("Color picker"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview); + if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags); + } + } + + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0"); + ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode."); + + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + + ImGuiColorEditFlags flags = base_flags | color_picker_flags; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::PopID(); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Text"); - if (ImGui::TreeNode("Text")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) { - IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); - if (ImGui::TreeNode("Colorful Text")) + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; + + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { - // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); - ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDataTypes() +{ + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::SeparatorText("Drags"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using Ctrl+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::SeparatorText("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::SeparatorText("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::SeparatorText("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + if (ImGui::TreeNode("Disable Blocks")) + { + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragAndDrop() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); - if (ImGui::TreeNode("Word Wrapping")) + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) { - // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped( - "This text should automatically wrap on the edge of the window. The current implementation " - "for text wrapping follows simple rules suitable for English and possibly other languages."); - ImGui::Spacing(); - - static float wrap_width = 200.0f; - ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (int n = 0; n < 2; n++) + enum Mode { - ImGui::Text("Test paragraph %d:", n); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); - ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - if (n == 0) - ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - else - ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); - // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) - draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); - draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); - ImGui::PopTextWrapPos(); + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } } + ImGui::PopItemFlag(); ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); - if (ImGui::TreeNode("UTF-8 Text")) + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + if (ImGui::TreeNode("Tooltip at target location")) { - // UTF-8 test with Japanese characters - // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) - // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 - // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you - // can save your source files as 'UTF-8 without signature'). - // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 - // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. - // Don't do this in your application! Please use u8"text in any language" in your application! - // Note that characters values are preserved even by InputText() if the font cannot be displayed, - // so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped( - "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " - "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " - "Read docs/FONTS.md for details."); - ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); - ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); - static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis - ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } ImGui::TreePop(); } + ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsFonts() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +static void DemoWindowWidgetsFonts() +{ + IMGUI_DEMO_MARKER("Widgets/Fonts"); + if (ImGui::TreeNode("Fonts")) + { + ImFontAtlas* atlas = ImGui::GetIO().Fonts; + ImGui::ShowFontAtlas(atlas); + // FIXME-NEWATLAS: Provide a demo to add/create a procedural font? + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ IMGUI_DEMO_MARKER("Widgets/Images"); if (ImGui::TreeNode("Images")) { @@ -1151,13 +1770,12 @@ static void ShowDemoWindowWidgets() "Hover the texture for a zoomed view!"); // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. + // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // of their respective source file to specify what they are using as texture identifier, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: + // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers // to ImGui::Image(), and gather width/height through your own functions, etc. // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, @@ -1165,19 +1783,21 @@ static void ShowDemoWindowWidgets() // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; + + // Grab the current texture identifier used by the font atlas. + ImTextureRef my_tex_id = io.Fonts->TexRef; + + // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. + float my_tex_w = (float)io.Fonts->TexData->Width; + float my_tex_h = (float)io.Fonts->TexData->Height; + { - static bool use_text_color_for_tint = false; - ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + 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; @@ -1192,9 +1812,10 @@ static void ShowDemoWindowWidgets() ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::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"); @@ -1224,77 +1845,16 @@ static void ShowDemoWindowWidgets() ImGui::Text("Pressed %d times.", pressed_count); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Combo"); - if (ImGui::TreeNode("Combo")) - { - // Combo Boxes are also called "Dropdown" in other systems - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) - flags &= ~ImGuiComboFlags_NoPreview; - - // Override default popup height - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); - - // Using the generic BeginCombo() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. - - // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) - const char* combo_preview_value = items[item_current_idx]; - - if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndCombo(); - } - - ImGui::Spacing(); - ImGui::SeparatorText("One-liner variants"); - HelpMarker("Flags above don't apply to this section."); - - // Simplified one-liner Combo() API, using values packed in a single constant string - // This is a convenience for when the selection set is small and known at compile-time. - static int item_current_2 = 0; - ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); - - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- +static void DemoWindowWidgetsListBoxes() +{ IMGUI_DEMO_MARKER("Widgets/List Boxes"); - if (ImGui::TreeNode("List boxes")) + if (ImGui::TreeNode("List Boxes")) { // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. @@ -1305,14 +1865,22 @@ static void ShowDemoWindowWidgets() // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + if (ImGui::BeginListBox("listbox 1")) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - const bool is_selected = (item_current_idx == n); + const bool is_selected = (item_selected_idx == n); if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) @@ -1328,9 +1896,10 @@ static void ShowDemoWindowWidgets() { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) @@ -1341,8 +1910,376 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsSelectables() +{ IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode("Selectables")) { // Selectable() has 2 overloads: @@ -1364,51 +2301,20 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); - if (ImGui::TreeNode("Selection State: Single Selection")) - { - static int selected = -1; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selected == n)) - selected = n; - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); - if (ImGui::TreeNode("Selection State: Multiple Selection")) - { - HelpMarker("Hold CTRL and click to select multiple items."); - static bool selection[5] = { false, false, false, false, false }; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selection[n])) - { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held - memset(selection, 0, sizeof(selection)); - selection[n] ^= 1; - } - } - ImGui::TreePop(); - } IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); if (ImGui::TreeNode("Rendering more items on the same line")) { // (1) Using SetNextItemAllowOverlap() // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. static bool selected[3] = { false, false, false }; - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); - if (ImGui::TreeNode("In columns")) + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) { static bool selected[10] = {}; @@ -1501,7 +2407,1288 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return (*a - *b); + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + ImGui::BulletText("Wiki page:"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select"); + + // Without any fancy API: manage single-selection yourself. + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + if (ImGui::TreeNode("Single-Select")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the Shift modifier which requires BeginMultiSelect()! + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + HelpMarker("Hold Ctrl and Click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // Shift+Click w/ Ctrl and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + if (ImGui::TreeNode("Multi-Select")) + { + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("Ctrl+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select, " + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~ImGuiMultiSelectFlags_SelectOnClick; + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTabs() +//----------------------------------------------------------------------------- + +static void EditTabBarFittingPolicyFlags(ImGuiTabBarFlags* p_flags) +{ + if ((*p_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + *p_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags_FittingPolicyMixed)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyMixed); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags_FittingPolicyShrink)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyShrink); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); +} + +static void DemoWindowWidgetsTabs() +{ + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyShrink; + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Font Size"); + if (ImGui::TreeNode("Font Size")) + { + ImGuiStyle& style = ImGui::GetStyle(); + const float global_scale = style.FontScaleMain * style.FontScaleDpi; + ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain); + ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi); + ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. + ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize()); + + ImGui::SeparatorText(""); + static float custom_size = 16.0f; + ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f"); + ImGui::Text("ImGui::PushFont(nullptr, custom_size);"); + ImGui::PushFont(NULL, custom_size); + ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + static float custom_scale = 1.0f; + ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f"); + ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);"); + ImGui::PushFont(NULL, style.FontSizeBase * custom_scale); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f) + { + ImGui::PushFont(NULL, style.FontSizeBase * scaling); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling); + ImGui::PopFont(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. IMGUI_DEMO_MARKER("Widgets/Text Input"); @@ -1510,8 +3697,10 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); if (ImGui::TreeNode("Multi-line Text Input")) { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + // WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. static char text[1024 * 16] = "/*\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" @@ -1527,6 +3716,8 @@ static void ShowDemoWindowWidgets() static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + ImGui::SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h"); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); @@ -1542,8 +3733,8 @@ static void ShowDemoWindowWidgets() // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) static int FilterCasingSwap(ImGuiInputTextCallbackData* data) { - if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase - else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase return 0; } @@ -1556,13 +3747,13 @@ static void ShowDemoWindowWidgets() } }; - static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); - static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); - static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); - static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); - static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. - static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_ARRAYSIZE(buf1)); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_ARRAYSIZE(buf4), ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_ARRAYSIZE(buf5), ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_ARRAYSIZE(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_ARRAYSIZE(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. ImGui::TreePop(); } @@ -1618,20 +3809,20 @@ static void ShowDemoWindowWidgets() } }; static char buf1[64]; - ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::InputText("Completion", buf1, IM_ARRAYSIZE(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); ImGui::SameLine(); HelpMarker( "Here we append \"..\" each time Tab is pressed. " "See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf2[64]; - ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::InputText("History", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); ImGui::SameLine(); HelpMarker( "Here we replace and select text each time Up/Down are pressed. " "See 'Examples>Console' for a more meaningful demonstration of using this callback."); static char buf3[64]; static int edit_count = 0; - ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::InputText("Edit", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); ImGui::SameLine(); HelpMarker( "Here we toggle the casing of the first character on every edit + count edits."); ImGui::SameLine(); ImGui::Text("(%d)", edit_count); @@ -1674,14 +3865,27 @@ static void ShowDemoWindowWidgets() // For this demo we are using ImVector as a string container. // Note that because we need to store a terminating zero character, our size/capacity are 1 more // than usually reported by a typical string class. + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + static ImVector my_str; if (my_str.empty()) my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); if (ImGui::TreeNode("Miscellaneous")) { @@ -1697,650 +3901,282 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - // Tabs - IMGUI_DEMO_MARKER("Widgets/Tabs"); - if (ImGui::TreeNode("Tabs")) +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) { - IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); - if (ImGui::TreeNode("Basic")) + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) { - ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - if (ImGui::BeginTabItem("Avocado")) - { - ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Broccoli")) - { - ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Cucumber")) - { - ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); } - IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); - if (ImGui::TreeNode("Advanced & Close Button")) - { - // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; - ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); - if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) - tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + ImGui::SeparatorText("Always On"); - // Tab Bar - ImGui::AlignTextToFramePadding(); - ImGui::Text("Opened:"); - const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; - static bool opened[4] = { true, true, true, true }; // Persistent user state - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - { - ImGui::SameLine(); - ImGui::Checkbox(names[n], &opened[n]); - } - - // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): - // the underlying bool will be set to false when the tab is closed. - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", names[n]); - if (n & 1) - ImGui::Text("I am an odd tab."); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); - if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) - { - static ImVector active_tabs; - static int next_tab_id = 0; - if (next_tab_id == 0) // Initialize with some default tabs - for (int i = 0; i < 3; i++) - active_tabs.push_back(next_tab_id++); - - // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. - // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... - // but they tend to make more sense together) - static bool show_leading_button = true; - static bool show_trailing_button = true; - ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); - ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); - - // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - // Demo a Leading TabItemButton(): click the "?" button to open a menu - if (show_leading_button) - if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) - ImGui::OpenPopup("MyHelpMenu"); - if (ImGui::BeginPopup("MyHelpMenu")) - { - ImGui::Selectable("Hello!"); - ImGui::EndPopup(); - } - - // Demo Trailing Tabs: click the "+" button to add a new tab. - // (In your app you may want to use a font icon instead of the "+") - // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. - if (show_trailing_button) - if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) - active_tabs.push_back(next_tab_id++); // Add new tab - - // Submit our regular tabs - for (int n = 0; n < active_tabs.Size; ) - { - bool open = true; - char name[16]; - snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); - if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", name); - ImGui::EndTabItem(); - } - - if (!open) - active_tabs.erase(active_tabs.Data + n); - else - n++; - } - - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // Plot/Graph widgets are not very good. - // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot - // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) - IMGUI_DEMO_MARKER("Widgets/Plotting"); - if (ImGui::TreeNode("Plotting")) - { - static bool animate = true; - ImGui::Checkbox("Animate", &animate); - - // Plot as lines and plot as histogram - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); - //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); - - // Fill an array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float - // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); - phase += 0.10f * values_offset; - refresh_time += 1.0f / 60.0f; - } - - // Plots can display overlay texts - // (in this example, we will display an average value) - { - float average = 0.0f; - for (int n = 0; n < IM_ARRAYSIZE(values); n++) - average += values[n]; - average /= (float)IM_ARRAYSIZE(values); - char overlay[32]; - sprintf(overlay, "avg %f", average); - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); - } - - // Use functions to generate output - // FIXME: This is actually VERY awkward because current plot API only pass in indices. - // We probably want an API passing floats and user provide sample rate/count. - struct Funcs - { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } - }; - static int func_type = 0, display_count = 70; - ImGui::SeparatorText("Functions"); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::Separator(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Progress Bars"); - if (ImGui::TreeNode("Progress Bars")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) { - // Animate a simple progress bar - static float progress = 0.0f, progress_dir = 1.0f; - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } - - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, - // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); - - // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. - // Adjust the factor if you want to adjust the animation speed. - ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Indeterminate"); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Color"); - if (ImGui::TreeNode("Color/Picker Widgets")) - { - static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); - - static bool alpha_preview = true; - static bool alpha_half_preview = false; - static bool drag_and_drop = true; - static bool options_menu = true; - static bool hdr = false; - ImGui::SeparatorText("Options"); - ImGui::Checkbox("With Alpha Preview", &alpha_preview); - ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); - ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); - ImGui::SeparatorText("Inline color editor"); - ImGui::Text("Color widget:"); - ImGui::SameLine(); HelpMarker( - "Click on the color square to open a color picker.\n" - "CTRL+click on individual component to input value.\n"); - ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); - ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); - ImGui::Text("Color widget with Float Display:"); - ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); - ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); HelpMarker( - "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" - "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " - "be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); - ImGui::Text("Color button with Custom Picker Popup:"); - - // Generate a default palette. The palette will persist and can be edited. - static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = {}; - if (saved_palette_init) + // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) { - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + for (int i = 0; i < 5; i++) { - ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, - saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); - saved_palette[n].w = 1.0f; // Alpha - } - saved_palette_init = false; - } + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); - static ImVec4 backup_color; - bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); - open_popup |= ImGui::Button("Palette"); - if (open_popup) - { - ImGui::OpenPopup("mypicker"); - backup_color = color; - } - if (ImGui::BeginPopup("mypicker")) - { - ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); - ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); - ImGui::SameLine(); - - ImGui::BeginGroup(); // Lock X position - ImGui::Text("Current"); - ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); - ImGui::Text("Previous"); - if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) - color = backup_color; - ImGui::Separator(); - ImGui::Text("Palette"); - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::PushID(n); - if ((n % 8) != 0) - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - - ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; - if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) - color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! - - // Allow user to drop colors into each palette entry. Note that ColorButton() is already a - // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. - if (ImGui::BeginDragDropTarget()) + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); - ImGui::EndDragDropTarget(); + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); } - ImGui::PopID(); } - ImGui::EndGroup(); - ImGui::EndPopup(); + ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); - ImGui::Text("Color button only:"); - static bool no_border = false; - ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); - - IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); - ImGui::SeparatorText("Color picker"); - static bool alpha = true; - static bool alpha_bar = true; - static bool side_preview = true; - static bool ref_color = false; - static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); - static int display_mode = 0; - static int picker_mode = 0; - ImGui::Checkbox("With Alpha", &alpha); - ImGui::Checkbox("With Alpha Bar", &alpha_bar); - ImGui::Checkbox("With Side Preview", &side_preview); - if (side_preview) + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines"); + if (ImGui::TreeNode("Hierarchy lines")) { - ImGui::SameLine(); - ImGui::Checkbox("With Ref Color", &ref_color); - if (ref_color) + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen; + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + if (ImGui::TreeNodeEx("Parent", base_flags)) { - ImGui::SameLine(); - ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + if (ImGui::TreeNodeEx("Child 1", base_flags)) + { + ImGui::Button("Button for Child 1"); + ImGui::TreePop(); + } + if (ImGui::TreeNodeEx("Child 2", base_flags)) + { + ImGui::Button("Button for Child 2"); + ImGui::TreePop(); + } + ImGui::Text("Remaining contents"); + ImGui::Text("Remaining contents"); + ImGui::TreePop(); } + + ImGui::TreePop(); } - ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); - ImGui::SameLine(); HelpMarker( - "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " - "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " - "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); - ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); - ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays - if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode - if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; - if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; - ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); - ImGui::Text("Set defaults in code:"); - ImGui::SameLine(); HelpMarker( - "SetColorEditOptions() is designed to allow you to set boot-time default.\n" - "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," - "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" - "encouraging you to persistently save values that aren't forward-compatible."); - if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); - if (ImGui::Button("Default: Float + HDR + Hue Wheel")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); - // Always display a small version of both types of pickers - // (that's in order to make it more visible in the demo to people who are skimming quickly through it) - ImGui::Text("Both types:"); - float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; - ImGui::SetNextItemWidth(w); - ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); - ImGui::SameLine(); - ImGui::SetNextItemWidth(w); - ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); - // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) - static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! - ImGui::Spacing(); - ImGui::Text("HSV encoded colors"); - ImGui::SameLine(); HelpMarker( - "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" - "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" - "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); - ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // Ctrl+Click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); - if (ImGui::TreeNode("Drag/Slider Flags")) - { - // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! - static ImGuiSliderFlags flags = ImGuiSliderFlags_None; - ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); - ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); - ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); - ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); - - // Drags - static float drag_f = 0.5f; - static int drag_i = 50; - ImGui::Text("Underlying float value: %f", drag_f); - ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); - ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); - - // Sliders - static float slider_f = 0.5f; - static int slider_i = 50; - const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; - ImGui::Text("Underlying float value: %f", slider_f); - ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); - ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Range Widgets"); - if (ImGui::TreeNode("Range Widgets")) - { - static float begin = 10, end = 90; - static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); - ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Data Types"); - if (ImGui::TreeNode("Data Types")) - { - // DragScalar/InputScalar/SliderScalar functions allow various data types - // - signed/unsigned - // - 8/16/32/64-bits - // - integer/float/double - // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum - // to pass the type, and passing all arguments by pointer. - // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. - // In practice, if you frequently use a given type that is not covered by the normal API entry points, - // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, - // and then pass their address to the generic function. For example: - // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") - // { - // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); - // } - - // Setup limits (as helper variables so we can take their address, as explained above) - // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. - #ifndef LLONG_MIN - ImS64 LLONG_MIN = -9223372036854775807LL - 1; - ImS64 LLONG_MAX = 9223372036854775807LL; - ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); - #endif - const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; - const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; - const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; - const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; - const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; - const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; - const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; - const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; - const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; - const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; - - // State - static char s8_v = 127; - static ImU8 u8_v = 255; - static short s16_v = 32767; - static ImU16 u16_v = 65535; - static ImS32 s32_v = -1; - static ImU32 u32_v = (ImU32)-1; - static ImS64 s64_v = -1; - static ImU64 u64_v = (ImU64)-1; - static float f32_v = 0.123f; - static double f64_v = 90000.01234567890123456789; - - const float drag_speed = 0.2f; - static bool drag_clamp = false; - IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); - ImGui::SeparatorText("Drags"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); - ImGui::SameLine(); HelpMarker( - "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" - "You can override the clamping limits by using CTRL+Click to input a value."); - ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); - ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); - ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); - ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); - ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); - ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); - ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); - ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); - ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); - - IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); - ImGui::SeparatorText("Sliders"); - ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); - ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); - ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); - ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); - ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); - - ImGui::SeparatorText("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); - ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); - ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms"); - - IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); - static bool inputs_step = true; - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; - ImGui::SeparatorText("Inputs"); - ImGui::Checkbox("Show step buttons", &inputs_step); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); - ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); - ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); - ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); - ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); - ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); - ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); - ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); - ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); - ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); - ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); - ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); - ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); - ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); - if (ImGui::TreeNode("Multi-component Widgets")) - { - static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - static int vec4i[4] = { 1, 5, 100, 255 }; - - ImGui::SeparatorText("2-wide"); - ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); - ImGui::InputInt2("input int2", vec4i); - ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); - ImGui::SliderInt2("slider int2", vec4i, 0, 255); - - ImGui::SeparatorText("3-wide"); - ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); - ImGui::InputInt3("input int3", vec4i); - ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); - ImGui::SliderInt3("slider int3", vec4i, 0, 255); - - ImGui::SeparatorText("4-wide"); - ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); - ImGui::InputInt4("input int4", vec4i); - ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); - ImGui::SliderInt4("slider int4", vec4i, 0, 255); - - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- +static void DemoWindowWidgetsVerticalSliders() +{ IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); if (ImGui::TreeNode("Vertical Sliders")) { @@ -2405,380 +4241,64 @@ static void ShowDemoWindowWidgets() ImGui::PopStyleVar(); ImGui::TreePop(); } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop"); - if (ImGui::TreeNode("Drag and Drop")) - { - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); - if (ImGui::TreeNode("Drag and drop in standard widgets")) - { - // ColorEdit widgets automatically act as drag source and drag target. - // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F - // to allow your own widgets to use colors in their drag and drop interaction. - // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. - HelpMarker("You can drag from the color squares."); - static float col1[3] = { 1.0f, 0.0f, 0.2f }; - static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::ColorEdit4("color 2", col2); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); - if (ImGui::TreeNode("Drag and drop to copy/swap items")) - { - enum Mode - { - Mode_Copy, - Mode_Move, - Mode_Swap - }; - static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = - { - "Bobby", "Beatrice", "Betty", - "Brianna", "Barry", "Bernard", - "Bibi", "Blaine", "Bryn" - }; - for (int n = 0; n < IM_ARRAYSIZE(names); n++) - { - ImGui::PushID(n); - if ((n % 3) != 0) - ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60, 60)); - - // Our buttons are both drag sources and drag targets here! - if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) - { - // Set payload to carry the index of our item (could be anything) - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); - - // Display preview (could be anything, e.g. when dragging an image we could decide to display - // the filename and a small preview of the image, etc.) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } - if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } - if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } - ImGui::EndDragDropSource(); - } - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) - { - IM_ASSERT(payload->DataSize == sizeof(int)); - int payload_n = *(const int*)payload->Data; - if (mode == Mode_Copy) - { - names[n] = names[payload_n]; - } - if (mode == Mode_Move) - { - names[n] = names[payload_n]; - names[payload_n] = ""; - } - if (mode == Mode_Swap) - { - const char* tmp = names[n]; - names[n] = names[payload_n]; - names[payload_n] = tmp; - } - } - ImGui::EndDragDropTarget(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); - if (ImGui::TreeNode("Drag to reorder items (simple)")) - { - // Simple reordering - HelpMarker( - "We don't use the drag and drop api at all here! " - "Instead we query when the item is held but not hovered, and order items accordingly."); - static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; - for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) - { - const char* item = item_names[n]; - ImGui::Selectable(item); - - if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) - { - int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); - if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) - { - item_names[n] = item_names[n_next]; - item_names[n_next] = item; - ImGui::ResetMouseDragDelta(); - } - } - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); - if (ImGui::TreeNode("Tooltip at target location")) - { - for (int n = 0; n < 2; n++) - { - // Drop targets - ImGui::Button(n ? "drop here##1" : "drop here##0"); - if (ImGui::BeginDragDropTarget()) - { - ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) - { - IM_UNUSED(payload); - ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); - ImGui::SetTooltip("Cannot drop here!"); - } - ImGui::EndDragDropTarget(); - } - - // Drop source - static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; - if (n == 0) - ImGui::ColorButton("drag me", col4); - - } - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); - if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) - { - // Select an item type - const char* item_names[] = - { - "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", - "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" - }; - static int item_type = 4; - static bool item_disabled = false; - ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); - ImGui::SameLine(); - HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); - ImGui::Checkbox("Item Disabled", &item_disabled); - - // Submit selected items so we can query their status in the code following it. - bool ret = false; - static bool b = false; - static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; - static char str[16] = {}; - if (item_disabled) - ImGui::BeginDisabled(true); - if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction - if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) - if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) - if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input - if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item - if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } - - bool hovered_delay_none = ImGui::IsItemHovered(); - bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); - bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); - bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); - bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary - - // Display the values of IsItemHovered() and other common item state functions. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. - // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, - // we query every state in a single call to avoid storing them and to simplify the code. - ImGui::BulletText( - "Return value = %d\n" - "IsItemFocused() = %d\n" - "IsItemHovered() = %d\n" - "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" - "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" - "IsItemHovered(_AllowWhenDisabled) = %d\n" - "IsItemHovered(_RectOnly) = %d\n" - "IsItemActive() = %d\n" - "IsItemEdited() = %d\n" - "IsItemActivated() = %d\n" - "IsItemDeactivated() = %d\n" - "IsItemDeactivatedAfterEdit() = %d\n" - "IsItemVisible() = %d\n" - "IsItemClicked() = %d\n" - "IsItemToggledOpen() = %d\n" - "GetItemRectMin() = (%.1f, %.1f)\n" - "GetItemRectMax() = (%.1f, %.1f)\n" - "GetItemRectSize() = (%.1f, %.1f)", - ret, - ImGui::IsItemFocused(), - ImGui::IsItemHovered(), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), - ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), - ImGui::IsItemActive(), - ImGui::IsItemEdited(), - ImGui::IsItemActivated(), - ImGui::IsItemDeactivated(), - ImGui::IsItemDeactivatedAfterEdit(), - ImGui::IsItemVisible(), - ImGui::IsItemClicked(), - ImGui::IsItemToggledOpen(), - ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, - ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, - ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y - ); - ImGui::BulletText( - "with Hovering Delay or Stationary test:\n" - "IsItemHovered() = = %d\n" - "IsItemHovered(_Stationary) = %d\n" - "IsItemHovered(_DelayShort) = %d\n" - "IsItemHovered(_DelayNormal) = %d\n" - "IsItemHovered(_Tooltip) = %d", - hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); - - if (item_disabled) - ImGui::EndDisabled(); - - char buf[1] = ""; - ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); - ImGui::SameLine(); - HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); - if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) - { - static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); - if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border); - - // Testing IsWindowFocused() function with its various flags. - ImGui::BulletText( - "IsWindowFocused() = %d\n" - "IsWindowFocused(_ChildWindows) = %d\n" - "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_RootWindow) = %d\n" - "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - - // Testing IsWindowHovered() function with its various flags. - ImGui::BulletText( - "IsWindowHovered() = %d\n" - "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsWindowHovered(_ChildWindows) = %d\n" - "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_RootWindow) = %d\n" - "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AnyWindow) = %d\n" - "IsWindowHovered(_Stationary) = %d\n", - ImGui::IsWindowHovered(), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); - - ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Border); - ImGui::Text("This is another child window for testing the _ChildWindows flag."); - ImGui::EndChild(); - if (embed_all_inside_a_child_window) - ImGui::EndChild(); - - // Calling IsItemHovered() after begin returns the hovered status of the title bar. - // This is useful in particular if you want to create a context menu associated to the title bar of a window. - static bool test_window = false; - ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); - if (test_window) - { - ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() - { - if (ImGui::MenuItem("Close")) { test_window = false; } - ImGui::EndPopup(); - } - ImGui::Text( - "IsItemHovered() after begin = %d (== is title bar hovered)\n" - "IsItemActive() after begin = %d (== is window being clicked/moved)\n", - ImGui::IsItemHovered(), ImGui::IsItemActive()); - ImGui::End(); - } - - ImGui::TreePop(); - } - - // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: - // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) - if (disable_all) - ImGui::EndDisabled(); - - IMGUI_DEMO_MARKER("Widgets/Disable Block"); - if (ImGui::TreeNode("Disable block")) - { - ImGui::Checkbox("Disable entire section above", &disable_all); - ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Filter"); - if (ImGui::TreeNode("Text Filter")) - { - // Helper class to easy setup a text filter. - // You may want to implement a more feature-full filtering scheme in your own application. - HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); - static ImGuiTextFilter filter; - ImGui::Text("Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); - filter.Draw(); - const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; - for (int i = 0; i < IM_ARRAYSIZE(lines); i++) - if (filter.PassFilter(lines[i])) - ImGui::BulletText("%s", lines[i]); - ImGui::TreePop(); - } } -static void ShowDemoWindowLayout() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsFonts(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() { IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) @@ -2816,7 +4336,7 @@ static void ShowDemoWindowLayout() if (!disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -2845,8 +4365,11 @@ static void ShowDemoWindowLayout() ImGui::SeparatorText("Manual-resize"); { HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); - if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) for (int n = 0; n < 10; n++) ImGui::Text("Line %04d", n); ImGui::PopStyleColor(); @@ -2864,7 +4387,7 @@ static void ShowDemoWindowLayout() ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); - if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY)) + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) for (int n = 0; n < draw_lines; n++) ImGui::Text("Line %04d", n); ImGui::EndChild(); @@ -2882,11 +4405,11 @@ static void ShowDemoWindowLayout() { static int offset_x = 0; static bool override_bg_color = true; - static ImGuiChildFlags child_flags = ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::Checkbox("Override ChildBg color", &override_bg_color); - ImGui::CheckboxFlags("ImGuiChildFlags_Border", &child_flags, ImGuiChildFlags_Border); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); @@ -2975,16 +4498,27 @@ static void ShowDemoWindowLayout() } ImGui::PopItemWidth(); + ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))"); + ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f)); + ImGui::DragFloat("float##5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + // Demonstrate using PushItemWidth to surround three items. // Calling SetNextItemWidth() before each of them would have the same effect. ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-FLT_MIN); - ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float6a", &f); if (show_indented_items) { ImGui::Indent(); - ImGui::DragFloat("float (indented)##5b", &f); + ImGui::DragFloat("float (indented)##6b", &f); ImGui::Unindent(); } ImGui::PopItemWidth(); @@ -3072,7 +4606,7 @@ static void ShowDemoWindowLayout() ImGui::Text("Manual wrapping:"); ImGuiStyle& style = ImGui::GetStyle(); int buttons_count = 20; - float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; for (int n = 0; n < buttons_count; n++) { ImGui::PushID(n); @@ -3153,7 +4687,7 @@ static void ShowDemoWindowLayout() // down by FramePadding.y ahead of time) ImGui::AlignTextToFramePadding(); ImGui::Text("OK Blahblah"); ImGui::SameLine(); - ImGui::Button("Some framed item"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); // SmallButton() uses the same vertical padding as Text @@ -3212,10 +4746,11 @@ static void ShowDemoWindowLayout() ImGui::SmallButton("SmallButton()"); // Tree + // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline) const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::Button("Button##1"); ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) + if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone)) { // Placeholder tree data for (int i = 0; i < 6; i++) @@ -3268,15 +4803,18 @@ static void ShowDemoWindowLayout() ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(); ImGui::Checkbox("Track", &enable_track); - ImGui::PushItemWidth(100); - ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); - bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + ImGui::SameLine(); + scroll_to_off |= ImGui::Button("Scroll Offset"); - bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::SameLine(); + scroll_to_pos |= ImGui::Button("Scroll To Pos"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -3296,7 +4834,7 @@ static void ShowDemoWindowLayout() const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); @@ -3343,7 +4881,7 @@ static void ShowDemoWindowLayout() float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Border, child_flags); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) @@ -3385,7 +4923,7 @@ static void ShowDemoWindowLayout() ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); - ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Border, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++) { // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() @@ -3531,7 +5069,7 @@ static void ShowDemoWindowLayout() } if (show_child) { - ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border); + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); ImGui::EndChild(); } ImGui::End(); @@ -3540,8 +5078,8 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Clipping"); - if (ImGui::TreeNode("Clipping")) + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) { static ImVec2 size(100.0f, 100.0f); static ImVec2 offset(30.0f, 30.0f); @@ -3637,7 +5175,11 @@ static void ShowDemoWindowLayout() } } -static void ShowDemoWindowPopups() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowPopups() +//----------------------------------------------------------------------------- + +static void DemoWindowPopups() { IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) @@ -3656,7 +5198,7 @@ static void ShowDemoWindowPopups() // Typical use for regular windows: // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); // Typical use for popups: - // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup")) { [...] EndPopup(); } // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. @@ -3781,7 +5323,7 @@ static void ShowDemoWindowPopups() if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { selected = n; - ImGui::Text("This a popup for \"%s\"!", names[n]); + ImGui::Text("This is a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -3924,7 +5466,7 @@ static void ShowDemoWindowPopups() ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); - ImGui::MenuItem("Menu item", "CTRL+M"); + ImGui::MenuItem("Menu item", "Ctrl+M"); if (ImGui::BeginMenu("Menu inside a regular window")) { ShowExampleMenuFile(); @@ -4000,7 +5542,7 @@ struct MyItem return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; } - // qsort() is instable so always return a way to differenciate items. + // qsort() is instable so always return a way to differentiate items. // Your own compare function may want to avoid fallback on implicit sort specs. // e.g. a Name compare if it wasn't already part of the sort specs. return (a->ID - b->ID); @@ -4013,8 +5555,8 @@ const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; static void PushStyleCompact() { ImGuiStyle& style = ImGui::GetStyle(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); } static void PopStyleCompact() @@ -4097,7 +5639,11 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); } -static void ShowDemoWindowTables() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowTables() +//----------------------------------------------------------------------------- + +static void DemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); IMGUI_DEMO_MARKER("Tables"); @@ -4215,7 +5761,7 @@ static void ShowDemoWindowTables() PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); - ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); @@ -4238,7 +5784,7 @@ static void ShowDemoWindowTables() ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::Checkbox("Display headers", &display_headers); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) @@ -5044,7 +6590,7 @@ static void ShowDemoWindowTables() for (int row = 0; row < 8; row++) { if ((row % 3) == 2) - ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f)); + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); ImGui::TableNextRow(ImGuiTableRowFlags_None); ImGui::TableNextColumn(); ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); @@ -5187,15 +6733,17 @@ static void ShowDemoWindowTables() IMGUI_DEMO_MARKER("Tables/Tree view"); if (ImGui::TreeNode("Tree view")) { - static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; - static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns); + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); - if (ImGui::BeginTable("3ways", 3, flags)) + if (ImGui::BeginTable("3ways", 3, table_flags)) { // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); @@ -5216,13 +6764,21 @@ static void ShowDemoWindowTables() ImGui::TableNextRow(); ImGui::TableNextColumn(); const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + if (is_folder) { - bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags); - ImGui::TableNextColumn(); - ImGui::TextDisabled("--"); - ImGui::TableNextColumn(); - ImGui::TextUnformatted(node->Type); + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } if (open) { for (int child_n = 0; child_n < node->ChildCount; child_n++) @@ -5232,7 +6788,7 @@ static void ShowDemoWindowTables() } else { - ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); @@ -5242,7 +6798,7 @@ static void ShowDemoWindowTables() }; static const MyTreeNode nodes[] = { - { "Root", "Folder", -1, 1, 3 }, // 0 + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 { "Music", "Folder", -1, 4, 2 }, // 1 { "Textures", "Folder", -1, 6, 3 }, // 2 { "desktop.ini", "System file", 1024, -1,-1 }, // 3 @@ -5323,7 +6879,11 @@ static void ShowDemoWindowTables() // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. static bool column_selected[3] = {}; - // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) ImGui::TableNextRow(ImGuiTableRowFlags_Headers); for (int column = 0; column < COLUMNS_COUNT; column++) { @@ -5338,6 +6898,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); } + // Submit table contents for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); @@ -5372,6 +6933,7 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); @@ -5469,7 +7031,7 @@ static void ShowDemoWindowTables() // [2.3] Right-click in columns to open another custom popup HelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " - "and custom per-colunm context menu (over column body)."); + "and custom per-column context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { @@ -5715,7 +7277,7 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); ImGui::TreePop(); } @@ -5869,7 +7431,6 @@ static void ShowDemoWindowTables() // Show data // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? - ImGui::PushButtonRepeat(true); #if 1 // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; @@ -5954,7 +7515,6 @@ static void ShowDemoWindowTables() ImGui::PopID(); } } - ImGui::PopButtonRepeat(); // Store some info to display debug details below table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); @@ -5980,7 +7540,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); - ShowDemoWindowColumns(); + DemoWindowColumns(); if (disable_indent) ImGui::PopStyleVar(); @@ -5988,7 +7548,7 @@ static void ShowDemoWindowTables() // Demonstrate old/legacy Columns API! // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] -static void ShowDemoWindowColumns() +static void DemoWindowColumns() { IMGUI_DEMO_MARKER("Columns (legacy API)"); bool open = ImGui::TreeNode("Legacy Columns API"); @@ -6064,12 +7624,14 @@ static void ShowDemoWindowColumns() { if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); + ImGui::PushID(i); ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); ImGui::NextColumn(); } ImGui::Columns(1); @@ -6192,7 +7754,11 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } -static void ShowDemoWindowInputs() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowInputs() +//----------------------------------------------------------------------------- + +static void DemoWindowInputs() { IMGUI_DEMO_MARKER("Inputs & Focus"); if (ImGui::CollapsingHeader("Inputs & Focus")) @@ -6218,18 +7784,15 @@ static void ShowDemoWindowInputs() ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Mouse clicked count:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); } // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows // displaying the data for old/new backends. // User code should never have to go through such hoops! // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; -#else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array - ImGuiKey start_key = (ImGuiKey)0; -#endif ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. @@ -6334,16 +7897,16 @@ static void ShowDemoWindowInputs() ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); - ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Text("Press Ctrl+A and see who receives it!"); ImGui::Separator(); - // 1: Window polling for CTRL+A + // 1: Window polling for Ctrl+A ImGui::Text("(in WindowA)"); ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); - // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) - // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) - //char str[16] = "Press CTRL+A"; + // 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press Ctrl+A"; //ImGui::Spacing(); //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); //ImGuiID item_id = ImGui::GetItemID(); @@ -6356,7 +7919,7 @@ static void ShowDemoWindowInputs() ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); ImGui::EndChild(); - // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + // 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); ImGui::Text("(in ChildE: using same Shortcut)"); ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); @@ -6369,7 +7932,7 @@ static void ShowDemoWindowInputs() { ImGui::Text("(in PopupF)"); ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); - // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h) + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) //ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); ImGui::EndPopup(); @@ -6384,11 +7947,12 @@ static void ShowDemoWindowInputs() IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); if (ImGui::TreeNode("Mouse Cursors")) { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); - ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); ImGui::BeginDisabled(true); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); ImGui::EndDisabled(); @@ -6412,15 +7976,15 @@ static void ShowDemoWindowInputs() IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { - ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields."); static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); - ImGui::PushTabStop(false); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopTabStop(); + ImGui::PopItemFlag(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } @@ -6442,12 +8006,12 @@ static void ShowDemoWindowInputs() ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 2; - ImGui::PushTabStop(false); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopTabStop(); + ImGui::PopItemFlag(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); @@ -6512,8 +8076,22 @@ void ImGui::ShowAboutWindow(bool* p_open) } IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + ImGui::Separator(); - ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("(c) 2014-2025 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); ImGui::Text("If your company uses this, please consider funding the project."); @@ -6530,19 +8108,19 @@ void ImGui::ShowAboutWindow(bool* p_open) if (copy_to_clipboard) { ImGui::LogToClipboard(); - ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGui::Text("define: IMGUI_ENABLE_TEST_ENGINE"); +#endif #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); -#endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); #endif @@ -6552,6 +8130,9 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif @@ -6602,19 +8183,40 @@ void ImGui::ShowAboutWindow(bool* p_open) #endif #ifdef __EMSCRIPTEN__ ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); #endif +#ifdef NDEBUG + ImGui::Text("define: NDEBUG"); +#endif + + // Heuristic to detect no-op IM_ASSERT() macros + // - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. + // - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. + int assert_runs_expression = 0; + IM_ASSERT(++assert_runs_expression); + int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true)))); + bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16); + ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s", + assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : ""); + if (assert_maybe_disabled) + { + ImGui::SameLine(); + HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!"); + } + ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); - if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); @@ -6624,8 +8226,10 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); ImGui::Separator(); - ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); + ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); @@ -6650,64 +8254,56 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- -// - ShowFontSelector() // - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Forward declare ShowFontAtlas() which isn't worth putting in public API yet -namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } - -// Demo helper function to select among loaded fonts. -// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. -void ImGui::ShowFontSelector(const char* label) +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +bool ImGui::ShowStyleSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); - ImFont* font_current = ImGui::GetFont(); - if (ImGui::BeginCombo(label, font_current->GetDebugName())) + // FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active. + // So we keep track of last active one among our limited selection. + static int style_idx = -1; + const char* style_names[] = { "Dark", "Light", "Classic" }; + bool ret = false; + if (ImGui::BeginCombo(label, (style_idx >= 0 && style_idx < IM_ARRAYSIZE(style_names)) ? style_names[style_idx] : "")) { - for (ImFont* font : io.Fonts->Fonts) + for (int n = 0; n < IM_ARRAYSIZE(style_names); n++) { - ImGui::PushID((void*)font); - if (ImGui::Selectable(font->GetDebugName(), font == font_current)) - io.FontDefault = font; - ImGui::PopID(); + if (ImGui::Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags_SelectOnNav)) + { + style_idx = n; + ret = true; + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + } + else if (style_idx == n) + ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } - ImGui::SameLine(); - HelpMarker( - "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" - "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" - "- Read FAQ and docs/FONTS.md for more details.\n" - "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); + return ret; } -// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -// Here we use the simplified Combo() api that packs items into a single literal string. -// Useful for quick combo boxes where the choices are known locally. -bool ImGui::ShowStyleSelector(const char* label) +static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags) { - static int style_idx = -1; - if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsDark(); break; - case 1: ImGui::StyleColorsLight(); break; - case 2: ImGui::StyleColorsClassic(); break; - } - return true; - } - return false; + if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone"; + if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull"; + if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes"; + return ""; } +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. void ImGui::ShowStyleEditor(ImGuiStyle* ref) { IMGUI_DEMO_MARKER("Tools/Style Editor"); // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to // (without a reference style pointer, we will use one compared locally as a reference) - ImGuiStyle& style = ImGui::GetStyle(); + ImGuiStyle& style = GetStyle(); static ImGuiStyle ref_saved_style; // Default to using internal storage as reference @@ -6718,184 +8314,234 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ref == NULL) ref = &ref_saved_style; - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + PushItemWidth(GetWindowWidth() * 0.50f); - if (ImGui::ShowStyleSelector("Colors##Selector")) - ref_saved_style = style; - ImGui::ShowFontSelector("Fonts##Selector"); + { + // General + SeparatorText("General"); + if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } - // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) - if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) - style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding - { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + if (ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ShowFontSelector("Fonts##Selector"); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(GetIO().ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + } // Save/Revert button - if (ImGui::Button("Save Ref")) + if (Button("Save Ref")) *ref = ref_saved_style = style; - ImGui::SameLine(); - if (ImGui::Button("Revert Ref")) + SameLine(); + if (Button("Revert Ref")) style = *ref; - ImGui::SameLine(); + SameLine(); HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); - ImGui::Separator(); - - if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + SeparatorText("Details"); + if (BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { - if (ImGui::BeginTabItem("Sizes")) + if (BeginTabItem("Sizes")) { - ImGui::SeparatorText("Main"); - ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + SeparatorText("Main"); + SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); - ImGui::SeparatorText("Borders"); - ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + SeparatorText("Borders"); + SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SeparatorText("Rounding"); - ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + SeparatorText("Rounding"); + SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SeparatorText("Tables"); - ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); - ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + SeparatorText("Scrollbar"); + SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ScrollbarPadding", &style.ScrollbarPadding, 0.0f, 10.0f, "%.0f"); - ImGui::SeparatorText("Widgets"); - ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SeparatorText("Tabs"); + SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f"); + SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + DragFloat("TabMinWidthBase", &style.TabMinWidthBase, 0.5f, 1.0f, 500.0f, "%.0f"); + DragFloat("TabMinWidthShrink", &style.TabMinWidthShrink, 0.5f, 1.0f, 500.0f, "%0.f"); + DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); + SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tables"); + SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + SeparatorText("Trees"); + bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)); + SameLine(); + HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode."); + if (combo_open) + { + const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes }; + for (ImGuiTreeNodeFlags option : options) + if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option)) + style.TreeLinesFlags = option; + EndCombo(); + } + SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, 2.0f, "%.0f"); + SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Windows"); + SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; - if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); - ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); - ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); - ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); - ImGui::SeparatorText("Tooltips"); + SeparatorText("Widgets"); + Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f"); + + SeparatorText("Tooltips"); for (int n = 0; n < 2; n++) - if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) { ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); - ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); - ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); - ImGui::TreePop(); + CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + TreePop(); } - ImGui::SeparatorText("Misc"); - ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); - ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + SeparatorText("Misc"); + SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Colors")) + if (BeginTabItem("Colors")) { static int output_dest = 0; static bool output_only_modified = true; - if (ImGui::Button("Export")) + if (Button("Export")) { if (output_dest == 0) - ImGui::LogToClipboard(); + LogToClipboard(); else - ImGui::LogToTTY(); - ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + LogToTTY(); + LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE); for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; - const char* name = ImGui::GetStyleColorName(i); + const char* name = GetStyleColorName(i); if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) - ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); } - ImGui::LogFinish(); + LogFinish(); } - ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); - ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + SameLine(); SetNextItemWidth(120); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + SameLine(); Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; - filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + filter.Draw("Filter colors", GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; - if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); - if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); - if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine(); + if (RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } SameLine(); + if (RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); - ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); - ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); - ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + PushItemWidth(GetFontSize() * -12); for (int i = 0; i < ImGuiCol_COUNT; i++) { - const char* name = ImGui::GetStyleColorName(i); + const char* name = GetStyleColorName(i); if (!filter.PassFilter(name)) continue; - ImGui::PushID(i); + PushID(i); #ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (ImGui::Button("?")) - ImGui::DebugFlashStyleColor((ImGuiCol)i); - ImGui::SetItemTooltip("Flash given color to identify places where it is used."); - ImGui::SameLine(); + if (Button("?")) + DebugFlashStyleColor((ImGuiCol)i); + SetItemTooltip("Flash given color to identify places where it is used."); + SameLine(); #endif - ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { // Tips: in a real user application, you may want to merge and use an icon font into the main font, // so instead of "Save"/"Revert" you'd use icons! // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - ImGui::TextUnformatted(name); - ImGui::PopID(); + SameLine(0.0f, style.ItemInnerSpacing.x); + TextUnformatted(name); + PopID(); } - ImGui::PopItemWidth(); - ImGui::EndChild(); + PopItemWidth(); + EndChild(); - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Fonts")) + if (BeginTabItem("Fonts")) { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = GetIO(); ImFontAtlas* atlas = io.Fonts; - HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); - ImGui::ShowFontAtlas(atlas); + ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. - // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). + /* + SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( @@ -6903,120 +8549,121 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); - static float window_scale = 1.0f; - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window - ImGui::SetWindowFontScale(window_scale); - ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything - ImGui::PopItemWidth(); + PushItemWidth(GetFontSize() * 8); + DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + //static float window_scale = 1.0f; + //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + // SetWindowFontScale(window_scale); + PopItemWidth(); + */ - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Rendering")) + if (BeginTabItem("Rendering")) { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); - ImGui::SameLine(); + Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); - ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); - ImGui::SameLine(); + Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + SameLine(); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); - ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + PushItemWidth(GetFontSize() * 8); + DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. - ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); - const bool show_samples = ImGui::IsItemActive(); + DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = IsItemActive(); if (show_samples) - ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); - if (show_samples && ImGui::BeginTooltip()) + SetNextWindowPos(GetCursorScreenPos()); + if (show_samples && BeginTooltip()) { - ImGui::TextUnformatted("(R = radius, N = approx number of segments)"); - ImGui::Spacing(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x; + TextUnformatted("(R = radius, N = approx number of segments)"); + Spacing(); + ImDrawList* draw_list = GetWindowDrawList(); + const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x; for (int n = 0; n < 8; n++) { const float RAD_MIN = 5.0f; const float RAD_MAX = 70.0f; const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); - ImGui::BeginGroup(); + BeginGroup(); // N is not always exact here due to how PathArcTo() function work internally - ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); const float offset_x = floorf(canvas_width * 0.5f); const float offset_y = floorf(RAD_MAX); - const ImVec2 p1 = ImGui::GetCursorScreenPos(); - draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + const ImVec2 p1 = GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); /* - const ImVec2 p2 = ImGui::GetCursorScreenPos(); - draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + const ImVec2 p2 = GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); */ - ImGui::EndGroup(); - ImGui::SameLine(); + EndGroup(); + SameLine(); } - ImGui::EndTooltip(); + EndTooltip(); } - ImGui::SameLine(); - HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); - ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. - ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); - ImGui::PopItemWidth(); + DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + PopItemWidth(); - ImGui::EndTabItem(); + EndTabItem(); } - ImGui::EndTabBar(); + EndTabBar(); } - - ImGui::PopItemWidth(); + PopItemWidth(); } //----------------------------------------------------------------------------- // [SECTION] User Guide / ShowUserGuide() //----------------------------------------------------------------------------- +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. void ImGui::ShowUserGuide() { - ImGuiIO& io = ImGui::GetIO(); - ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText( - "Click and drag on lower corner to resize window\n" - "(double-click to auto fit window to its contents)."); - ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - ImGui::BulletText("CTRL+Tab to select a window."); + ImGuiIO& io = GetIO(); + BulletText("Double-click on title bar to collapse window."); + BulletText( + "Click and drag on lower corner or border to resize window.\n" + "(double-click to auto fit window to its contents)"); + BulletText("Ctrl+Click on a slider or drag box to input value as text."); + BulletText("Tab/Shift+Tab to cycle through keyboard editable fields."); + BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows."); if (io.FontAllowUserScaling) - ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("While inputing text:\n"); - ImGui::Indent(); - ImGui::BulletText("CTRL+Left/Right to word jump."); - ImGui::BulletText("CTRL+A or double-click to select all."); - ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); - ImGui::BulletText("ESCAPE to revert."); - ImGui::Unindent(); - ImGui::BulletText("With keyboard navigation enabled:"); - ImGui::Indent(); - ImGui::BulletText("Arrow keys to navigate."); - ImGui::BulletText("Space to activate a widget."); - ImGui::BulletText("Return to input text into a widget."); - ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); - ImGui::BulletText("Alt to jump to the menu layer of a window."); - ImGui::Unindent(); + BulletText("Ctrl+Mouse Wheel to zoom window contents."); + BulletText("While inputting text:\n"); + Indent(); + BulletText("Ctrl+Left/Right to word jump."); + BulletText("Ctrl+A or double-click to select all."); + BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste."); + BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo."); + BulletText("Escape to revert."); + Unindent(); + BulletText("With keyboard navigation enabled:"); + Indent(); + BulletText("Arrow keys 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."); + Unindent(); } //----------------------------------------------------------------------------- @@ -7041,12 +8688,12 @@ static void ShowExampleAppMainMenuBar() } if (ImGui::BeginMenu("Edit")) { - if (ImGui::MenuItem("Undo", "CTRL+Z")) {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + if (ImGui::MenuItem("Undo", "Ctrl+Z")) {} + if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item ImGui::Separator(); - if (ImGui::MenuItem("Cut", "CTRL+X")) {} - if (ImGui::MenuItem("Copy", "CTRL+C")) {} - if (ImGui::MenuItem("Paste", "CTRL+V")) {} + if (ImGui::MenuItem("Cut", "Ctrl+X")) {} + if (ImGui::MenuItem("Copy", "Ctrl+C")) {} + if (ImGui::MenuItem("Paste", "Ctrl+V")) {} ImGui::EndMenu(); } ImGui::EndMainMenuBar(); @@ -7088,7 +8735,7 @@ static void ShowExampleMenuFile() { static bool enabled = true; ImGui::MenuItem("Enabled", "", &enabled); - ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); @@ -7432,7 +9079,7 @@ struct ExampleAppConsole else { // Multiple matches. Complete as much as we can.. - // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;) { @@ -7685,13 +9332,12 @@ static void ShowExampleAppLayout(bool* p_open) // Left static int selected = 0; { - ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX); + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); for (int i = 0; i < 100; i++) { - // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); - if (ImGui::Selectable(label, selected == i)) + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SelectOnNav)) selected = i; } ImGui::EndChild(); @@ -7731,57 +9377,140 @@ static void ShowExampleAppLayout(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- -static void ShowPlaceholderObject(const char* prefix, int uid) +struct ExampleAppPropertyEditor { - // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. - ImGui::PushID(uid); + ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; - // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); - ImGui::TableSetColumnIndex(1); - ImGui::Text("my sailor is rich"); - - if (node_open) + void Draw(ExampleTreeNode* root_node) { - static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; - for (int i = 0; i < 8; i++) + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) { - ImGui::PushID(i); // Use field index as identifier. - if (i < 2) - { - ShowPlaceholderObject("Child", 424242); - } - else - { - // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; - ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); - ImGui::TableSetColumnIndex(1); - ImGui::SetNextItemWidth(-FLT_MIN); - if (i >= 5) - ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); - else - ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); - ImGui::NextColumn(); + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); } - ImGui::PopID(); } - ImGui::TreePop(); - } - ImGui::PopID(); -} + ImGui::EndChild(); -// Demonstrate create a simple property editor. -// This demo is a bit lackluster nowadays, would be nice to improve. -static void ShowExampleAppPropertyEditor(bool* p_open) + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + void DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;// Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support + tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach + tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; + if (node_open) + { + for (ExampleTreeNode* child : node->Childs) + DrawTreeNode(child); + ImGui::TreePop(); + } + ImGui::PopID(); + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) { ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) @@ -7791,25 +9520,11 @@ static void ShowExampleAppPropertyEditor(bool* p_open) } IMGUI_DEMO_MARKER("Examples/Property Editor"); - HelpMarker( - "This example shows how you may implement a property editor using two columns.\n" - "All objects/fields data are dummies here.\n"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); - if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) - { - ImGui::TableSetupScrollFreeze(0, 1); - ImGui::TableSetupColumn("Object"); - ImGui::TableSetupColumn("Contents"); - ImGui::TableHeadersRow(); - - // Iterate placeholder objects (all the same data) - for (int obj_i = 0; obj_i < 4; obj_i++) - ShowPlaceholderObject("Object", obj_i); - - ImGui::EndTable(); - } - ImGui::PopStyleVar(); ImGui::End(); } @@ -7974,7 +9689,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (ImGui::GetIO().KeyShift) { - // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture) ImVec2 avail_size = ImGui::GetContentRegionAvail(); ImVec2 pos = ImGui::GetCursorScreenPos(); ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); @@ -7983,7 +9698,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) } else { - ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + ImGui::Text("(Hold Shift to display a dummy viewport)"); if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } @@ -8223,7 +9938,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners @@ -8301,7 +10016,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // To use a child window instead we could use, e.g: // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color - // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove); + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); // ImGui::PopStyleColor(); // ImGui::PopStyleVar(); // [...] @@ -8759,6 +10474,404 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return ((int)a->ID - (int)b->ID); + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + 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. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputting to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // 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; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + 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)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - This feature allows dragging an unselected item without selecting it (rarely used) + if (AllowDragUnselected) + 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: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_ARRAYSIZE(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with Ctrl+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + // End of Demo code #else @@ -8766,7 +10879,8 @@ void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char*) { return false; } -#endif +#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/imgui_draw.cpp b/third_party/imgui/imgui_draw.cpp index 51974604b5..de6462295d 100644 --- a/third_party/imgui/imgui_draw.cpp +++ b/third_party/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (drawing and font code) /* @@ -13,8 +13,9 @@ Index of this file: // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig -// [SECTION] ImFontAtlas -// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +// [SECTION] ImFontAtlas: backend for stb_truetype +// [SECTION] ImFontAtlas: glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont // [SECTION] ImGui Internal Render Helpers @@ -39,6 +40,7 @@ Index of this file: #endif #include // vsnprintf, sscanf, printf +#include // intptr_t // Visual Studio warnings #ifdef _MSC_VER @@ -46,7 +48,7 @@ Index of this file: #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). -#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -66,13 +68,19 @@ Index of this file: #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif //------------------------------------------------------------------------- @@ -101,16 +109,15 @@ namespace IMGUI_STB_NAMESPACE #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" -#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #endif #if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] -#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) @@ -139,6 +146,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_fabs(x) ImFabs(x) #define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #else @@ -211,13 +219,14 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -227,9 +236,13 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); @@ -273,13 +286,14 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -289,9 +303,13 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); @@ -336,13 +354,14 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -352,9 +371,13 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); @@ -367,6 +390,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { memset(this, 0, sizeof(*this)); + InitialFringeScale = 1.0f; for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); @@ -375,6 +399,11 @@ ImDrawListSharedData::ImDrawListSharedData() ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } +ImDrawListSharedData::~ImDrawListSharedData() +{ + IM_ASSERT(DrawLists.Size == 0); +} + void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) @@ -390,14 +419,35 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset(this, 0, sizeof(*this)); + _SetDrawListSharedData(shared_data); +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); + _SetDrawListSharedData(NULL); +} + +void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) +{ + if (_Data != NULL) + _Data->DrawLists.find_erase_unsorted(this); + _Data = data; + if (_Data != NULL) + _Data->DrawLists.push_back(this); +} + // Initialize before use in a new frame. We always have a command ready in the buffer. -// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); - IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); if (_Splitter._Count > 1) _Splitter.Merge(this); @@ -410,11 +460,12 @@ void ImDrawList::_ResetForNewFrame() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); - _TextureIdStack.resize(0); + _TextureStack.resize(0); + _CallbacksDataBuf.resize(0); _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); - _FringeScale = 1.0f; + _FringeScale = _Data->InitialFringeScale; } void ImDrawList::_ClearFreeMemory() @@ -427,14 +478,16 @@ void ImDrawList::_ClearFreeMemory() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); - _TextureIdStack.clear(); + _TextureStack.clear(); + _CallbacksDataBuf.clear(); _Path.clear(); _Splitter.ClearFreeMemory(); } +// Note: For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + ImDrawList* dst = IM_NEW(ImDrawList(NULL)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -446,7 +499,7 @@ void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() - draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.TexRef = _CmdHeader.TexRef; draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; @@ -467,26 +520,45 @@ void ImDrawList::_PopUnusedDrawCmd() } } -void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) { 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) { AddDrawCmd(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } + curr_cmd->UserCallback = callback; - curr_cmd->UserCallbackData = callback_data; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } AddDrawCmd(); // Force a new command after us (see comment below) } -// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +// Compare ClipRect, TexRef and VtxOffset with a single memcmp() #define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands @@ -523,21 +595,23 @@ void ImDrawList::_OnChangedClipRect() CmdBuffer.pop_back(); return; } - curr_cmd->ClipRect = _CmdHeader.ClipRect; } -void ImDrawList::_OnChangedTextureID() +void ImDrawList::_OnChangedTexture() { // If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef) { AddDrawCmd(); return; } - IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. + if (curr_cmd->UserCallback != NULL) + return; // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; @@ -546,8 +620,7 @@ void ImDrawList::_OnChangedTextureID() CmdBuffer.pop_back(); return; } - - curr_cmd->TextureId = _CmdHeader.TextureId; + curr_cmd->TexRef = _CmdHeader.TexRef; } void ImDrawList::_OnChangedVtxOffset() @@ -608,18 +681,30 @@ void ImDrawList::PopClipRect() _OnChangedClipRect(); } -void ImDrawList::PushTextureID(ImTextureID texture_id) +void ImDrawList::PushTexture(ImTextureRef tex_ref) { - _TextureIdStack.push_back(texture_id); - _CmdHeader.TextureId = texture_id; - _OnChangedTextureID(); + _TextureStack.push_back(tex_ref); + _CmdHeader.TexRef = tex_ref; + if (tex_ref._TexData != NULL) + IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false); + _OnChangedTexture(); } -void ImDrawList::PopTextureID() +void ImDrawList::PopTexture() { - _TextureIdStack.pop_back(); - _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; - _OnChangedTextureID(); + _TextureStack.pop_back(); + _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1]; + _OnChangedTexture(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). +void ImDrawList::_SetTexture(ImTextureRef tex_ref) +{ + if (_CmdHeader.TexRef == tex_ref) + return; + _CmdHeader.TexRef = tex_ref; + _TextureStack.back() = tex_ref; + _OnChangedTexture(); } // Reserve space for a number of vertices and indices. @@ -742,7 +827,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off - IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); @@ -805,7 +890,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area dm_y *= half_draw_size; - // Add temporary vertexes for the outer edges + // Add temporary vertices for the outer edges ImVec2* out_vtx = &temp_points[i2 * 2]; out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].y = points[i2].y + dm_y; @@ -832,7 +917,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 idx1 = idx2; } - // Add vertexes for each point on the line + // Add vertices for each point on the line if (use_texture) { // If we're using textures we only need to emit the left/right edge vertices @@ -1616,7 +1701,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im PathStroke(col, 0, thickness); } -void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1624,8 +1709,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, // Accept null ranges if (text_begin == text_end || text_begin[0] == 0) return; - if (text_end == NULL) - text_end = text_begin + strlen(text_begin); + // No need to strlen() here: font->RenderText() will do it and may early out. // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) @@ -1633,8 +1717,6 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if (font_size == 0.0f) font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) { @@ -1643,47 +1725,47 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); } - font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, (cpu_fine_clip_rect != NULL) ? ImDrawTextFlags_CpuFineClip : ImDrawTextFlags_None); } void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) { - AddText(NULL, 0.0f, pos, col, text_begin, text_end); + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1691,13 +1773,13 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi flags = FixRectCornerFlags(flags); if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { - AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); int vert_start_idx = VtxBuffer.Size; PathRect(p_min, p_max, rounding, flags); @@ -1706,7 +1788,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) - PopTextureID(); + PopTexture(); } //----------------------------------------------------------------------------- @@ -2134,7 +2216,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -2160,7 +2242,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) if (curr_cmd == NULL) draw_list->AddDrawCmd(); else if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } @@ -2176,6 +2258,7 @@ void ImDrawData::Clear() CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); OwnerViewport = NULL; + Textures = NULL; } // Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list @@ -2212,6 +2295,12 @@ void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + // Add to output list + records state in ImDrawData out_list->push_back(draw_list); draw_data->CmdListsCount++; @@ -2231,17 +2320,16 @@ void ImDrawData::DeIndexAllBuffers() { ImVector new_vtx_buffer; TotalVtxCount = TotalIdxCount = 0; - for (int i = 0; i < CmdListsCount; i++) + for (ImDrawList* draw_list : CmdLists) { - ImDrawList* cmd_list = CmdLists[i]; - if (cmd_list->IdxBuffer.empty()) + if (draw_list->IdxBuffer.empty()) continue; - new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); - for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) - new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; - cmd_list->VtxBuffer.swap(new_vtx_buffer); - cmd_list->IdxBuffer.resize(0); - TotalVtxCount += cmd_list->VtxBuffer.Size; + new_vtx_buffer.resize(draw_list->IdxBuffer.Size); + for (int j = 0; j < draw_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]]; + draw_list->VtxBuffer.swap(new_vtx_buffer); + draw_list->IdxBuffer.resize(0); + TotalVtxCount += draw_list->VtxBuffer.Size; } } @@ -2320,20 +2408,171 @@ void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, in // [SECTION] ImFontConfig //----------------------------------------------------------------------------- +// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection. ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - OversampleH = 2; - OversampleV = 1; + OversampleH = 0; // Auto == 1 or 2 depending on size + OversampleV = 0; // Auto == 1 GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; RasterizerDensity = 1.0f; - EllipsisChar = (ImWchar)-1; + EllipsisChar = 0; } //----------------------------------------------------------------------------- -// [SECTION] ImFontAtlas +// [SECTION] ImTextureData +//----------------------------------------------------------------------------- +// - ImTextureData::Create() +// - ImTextureData::DestroyPixels() +//----------------------------------------------------------------------------- + +int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return 1; + case ImTextureFormat_RGBA32: return 4; + } + IM_ASSERT(0); + return 0; +} + +const char* ImTextureDataGetStatusName(ImTextureStatus status) +{ + switch (status) + { + case ImTextureStatus_OK: return "OK"; + case ImTextureStatus_Destroyed: return "Destroyed"; + case ImTextureStatus_WantCreate: return "WantCreate"; + case ImTextureStatus_WantUpdates: return "WantUpdates"; + case ImTextureStatus_WantDestroy: return "WantDestroy"; + } + return "N/A"; +} + +const char* ImTextureDataGetFormatName(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return "Alpha8"; + case ImTextureFormat_RGBA32: return "RGBA32"; + } + return "N/A"; +} + +void ImTextureData::Create(ImTextureFormat format, int w, int h) +{ + IM_ASSERT(Status == ImTextureStatus_Destroyed); + DestroyPixels(); + Format = format; + Status = ImTextureStatus_WantCreate; + Width = w; + Height = h; + BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format); + UseColors = false; + Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel); + IM_ASSERT(Pixels != NULL); + memset(Pixels, 0, Width * Height * BytesPerPixel); + UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0; + UpdateRect.x = UpdateRect.y = (unsigned short)~0; + UpdateRect.w = UpdateRect.h = 0; +} + +void ImTextureData::DestroyPixels() +{ + if (Pixels) + IM_FREE(Pixels); + Pixels = NULL; + UseColors = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas() +// - ImFontAtlas::Clear() +// - ImFontAtlas::CompactCache() +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +//----------------------------------------------------------------------------- +// - ImFontAtlasUpdateNewFrame() +// - ImFontAtlasTextureBlockConvert() +// - ImFontAtlasTextureBlockPostProcess() +// - ImFontAtlasTextureBlockPostProcessMultiply() +// - ImFontAtlasTextureBlockFill() +// - ImFontAtlasTextureBlockCopy() +// - ImFontAtlasTextureBlockQueueUpload() +//----------------------------------------------------------------------------- +// - ImFontAtlas::GetTexDataAsAlpha8() [legacy] +// - ImFontAtlas::GetTexDataAsRGBA32() [legacy] +// - ImFontAtlas::Build() [legacy] +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::RemoveFont() +// - ImFontAtlasBuildNotifySetFont() +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddCustomRect() +// - ImFontAtlas::RemoveCustomRect() +// - ImFontAtlas::GetCustomRect() +// - ImFontAtlas::AddCustomRectFontGlyph() [legacy] +// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy] +// - ImFontAtlasGetMouseCursorTexData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildMain() +// - ImFontAtlasBuildSetupFontLoader() +// - ImFontAtlasBuildPreloadAllGlyphRanges() +// - ImFontAtlasBuildUpdatePointers() +// - ImFontAtlasBuildRenderBitmapFromString() +// - ImFontAtlasBuildUpdateBasicTexData() +// - ImFontAtlasBuildUpdateLinesTexData() +// - ImFontAtlasBuildAddFont() +// - ImFontAtlasBuildSetupFontBakedEllipsis() +// - ImFontAtlasBuildSetupFontBakedBlanks() +// - ImFontAtlasBuildSetupFontBakedFallback() +// - ImFontAtlasBuildSetupFontSpecialGlyphs() +// - ImFontAtlasBuildDiscardBakes() +// - ImFontAtlasBuildDiscardFontBakedGlyph() +// - ImFontAtlasBuildDiscardFontBaked() +// - ImFontAtlasBuildDiscardFontBakes() +//----------------------------------------------------------------------------- +// - ImFontAtlasAddDrawListSharedData() +// - ImFontAtlasRemoveDrawListSharedData() +// - ImFontAtlasUpdateDrawListsTextures() +// - ImFontAtlasUpdateDrawListsSharedData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildSetTexture() +// - ImFontAtlasBuildAddTexture() +// - ImFontAtlasBuildMakeSpace() +// - ImFontAtlasBuildRepackTexture() +// - ImFontAtlasBuildGrowTexture() +// - ImFontAtlasBuildRepackOrGrowTexture() +// - ImFontAtlasBuildGetTextureSizeEstimate() +// - ImFontAtlasBuildCompactTexture() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildDestroy() +//----------------------------------------------------------------------------- +// - ImFontAtlasPackInit() +// - ImFontAtlasPackAllocRectEntry() +// - ImFontAtlasPackReuseRectEntry() +// - ImFontAtlasPackDiscardRect() +// - ImFontAtlasPackAddRect() +// - ImFontAtlasPackGetRect() +//----------------------------------------------------------------------------- +// - ImFontBaked_BuildGrowIndex() +// - ImFontBaked_BuildLoadGlyph() +// - ImFontBaked_BuildLoadGlyphAdvanceX() +// - ImFontAtlasDebugLogTextureRequests() +//----------------------------------------------------------------------------- +// - ImFontAtlasGetFontLoaderForStbTruetype() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) @@ -2383,146 +2622,480 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; +#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF +#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE + ImFontAtlas::ImFontAtlas() { memset(this, 0, sizeof(*this)); + TexDesiredFormat = ImTextureFormat_RGBA32; TexGlyphPadding = 1; - PackIdMouseCursors = PackIdLines = -1; + TexMinWidth = 512; + TexMinHeight = 128; + TexMaxWidth = 8192; + TexMaxHeight = 8192; + TexRef._TexID = ImTextureID_Invalid; + RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update. + TexNextUniqueID = 1; + FontNextUniqueID = 1; + Builder = NULL; } ImFontAtlas::~ImFontAtlas() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Clear(); -} - -void ImFontAtlas::ClearInputData() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (ImFontConfig& font_cfg : ConfigData) - if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) - { - IM_FREE(font_cfg.FontData); - font_cfg.FontData = NULL; - } - - // When clearing this we lose access to the font name and other information used to build the font. - for (ImFont* font : Fonts) - if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) - { - font->ConfigData = NULL; - font->ConfigDataCount = 0; - } - ConfigData.clear(); - CustomRects.clear(); - PackIdMouseCursors = PackIdLines = -1; - // Important: we leave TexReady untouched -} - -void ImFontAtlas::ClearTexData() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - if (TexPixelsAlpha8) - IM_FREE(TexPixelsAlpha8); - if (TexPixelsRGBA32) - IM_FREE(TexPixelsRGBA32); - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexPixelsUseColors = false; - // Important: we leave TexReady untouched -} - -void ImFontAtlas::ClearFonts() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Fonts.clear_delete(); - TexReady = false; -} - -void ImFontAtlas::Clear() -{ - ClearInputData(); - ClearTexData(); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. ClearFonts(); + ClearTexData(); + TexList.clear_delete(); + TexData = NULL; } -void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +// If you call this mid-frame, you would need to add new font and bind them! +void ImFontAtlas::Clear() { - // Build atlas on demand - if (TexPixelsAlpha8 == NULL) - Build(); - - *out_pixels = TexPixelsAlpha8; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; + bool backup_renderer_has_textures = RendererHasTextures; + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + RendererHasTextures = backup_renderer_has_textures; } -void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +void ImFontAtlas::CompactCache() { - // Convert to RGBA32 format on demand - // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp - if (!TexPixelsRGBA32) + 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) + ImFontAtlasFontDestroySourceData(this, &font_cfg); + for (ImFont* font : Fonts) { - unsigned char* pixels = NULL; - GetTexDataAsAlpha8(&pixels, NULL, NULL); - if (pixels) + // When clearing this we lose access to the font name and other information used to build the font. + font->Sources.clear(); + font->Flags |= ImFontFlags_NoLoadGlyphs; + } + Sources.clear(); +} + +// Clear CPU-side copy of the texture data. +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear()."); + for (ImTextureData* tex : TexList) + tex->DestroyPixels(); + //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it. +} + +void ImFontAtlas::ClearFonts() +{ + // FIXME-NEWATLAS: Illegal to remove currently bound font. + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + 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) { - TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); - const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; - for (int n = TexWidth * TexHeight; n > 0; n--) - *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + shared_data->Font = NULL; + shared_data->FontScale = shared_data->FontSize = 0.0f; } +} + +static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas) +{ + // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context. + // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the + // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. + // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). + // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (ImGuiContext* imgui_ctx = shared_data->Context) + { + atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + break; + } +} + +// Called by NewFrame() for atlases owned by a context. +// If you manually manage font atlases, you'll need to call this yourself. +// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. +// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context. +void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures) +{ + IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice. + atlas->RendererHasTextures = renderer_has_textures; + + // Check that font atlas was built or backend support texture reload in which case we can build now + if (atlas->RendererHasTextures) + { + atlas->TexIsBuilt = true; + if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded. + ImFontAtlasBuildMain(atlas); + } + // Legacy backend + if (!atlas->RendererHasTextures) + IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()."); + if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) + IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); + + // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. + // We also rely on ImFontBaked* pointers never crossing frames. + ImFontAtlasBuilder* builder = atlas->Builder; + builder->FrameCount = frame_count; + for (ImFont* font : atlas->Fonts) + font->LastBaked = NULL; + + // Garbage collect BakedPool + if (builder->BakedDiscardedCount > 0) + { + int dst_n = 0, src_n = 0; + for (; src_n < builder->BakedPool.Size; src_n++) + { + ImFontBaked* p_src = &builder->BakedPool[src_n]; + if (p_src->WantDestroy) + continue; + ImFontBaked* p_dst = &builder->BakedPool[dst_n++]; + if (p_dst == p_src) + continue; + memcpy(p_dst, p_src, sizeof(ImFontBaked)); + builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst); + } + IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n); + builder->BakedPool.Size -= builder->BakedDiscardedCount; + builder->BakedDiscardedCount = 0; } - *out_pixels = (unsigned char*)TexPixelsRGBA32; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; + // Update texture status + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + bool remove_from_list = false; + if (tex->Status == ImTextureStatus_OK) + { + tex->Updates.resize(0); + tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0; + tex->UpdateRect.w = tex->UpdateRect.h = 0; + } + if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + + // 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); + tex->DestroyPixels(); + IM_DELETE(tex); + atlas->TexList.erase(atlas->TexList.begin() + tex_n); + tex_n--; + } + } } -ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +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(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); - IM_ASSERT(font_cfg->SizePixels > 0.0f); + IM_ASSERT(src_pixels != NULL && dst_pixels != NULL); + if (src_fmt == dst_fmt) + { + int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt); + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + memcpy(dst_pixels, src_pixels, line_sz); + } + else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU8* src_p = (const ImU8*)src_pixels; + ImU32* dst_p = (ImU32*)(void*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++)); + } + } + else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU32* src_p = (const ImU32*)(void*)src_pixels; + ImU8* dst_p = (ImU8*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF; + } + } + else + { + IM_ASSERT(0); + } +} + +// Source buffer may be written to (used for in-place mods). +// Post-process hooks may eventually be added here. +void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data) +{ + // Multiply operator (legacy) + if (data->FontSrc->RasterizerMultiply != 1.0f) + ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply); +} + +void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor) +{ + unsigned char* pixels = (unsigned char*)data->Pixels; + int pitch = data->Pitch; + if (data->Format == ImTextureFormat_Alpha8) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU8* p = (ImU8*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255); + *p = (unsigned char)v; + } + } + } + else if (data->Format == ImTextureFormat_RGBA32) //-V547 + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU32* p = (ImU32*)(void*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255); + *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a); + } + } + } + else + { + IM_ASSERT(0); + } +} + +// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects. +void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col) +{ + if (dst_tex->Format == ImTextureFormat_Alpha8) + { + ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF; + for (int y = 0; y < h; y++) + memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w); + } + else + { + for (int y = 0; y < h; y++) + { + ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y); + for (int x = w; x > 0; x--, p++) + *p = col; + } + } +} + +// Copy block from one texture to another +void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h) +{ + IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL); + IM_ASSERT(src_tex->Format == dst_tex->Format); + IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width); + IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height); + IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width); + IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height); + for (int y = 0; y < h; y++) + memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel); +} + +// Queue texture block update for renderer backend +void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h) +{ + IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed); + IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000); + IM_UNUSED(atlas); + + ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h }; + int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w); + int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h); + tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x); + tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); + tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); + tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); + tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x); + tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y); + tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x); + tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y); + atlas->TexIsBuilt = false; + + // No need to queue if status is == ImTextureStatus_WantCreate + if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) + { + tex->Status = ImTextureStatus_WantUpdates; + tex->Updates.push_back(req); + } +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + ImTextureData* tex = atlas->TexData; + if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format) + { + atlas->TexDesiredFormat = format; + atlas->Build(); + tex = atlas->TexData; + } + if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; }; + if (out_width) { *out_width = tex->Width; }; + if (out_height) { *out_height = tex->Height; }; + if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; } +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +bool ImFontAtlas::Build() +{ + ImFontAtlasBuildMain(this); + return true; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) +{ + // Sanity Checks + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL)); + //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX) + IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on."); + + // Lazily create builder on the first call to AddFont + if (Builder == NULL) + ImFontAtlasBuildInit(this); // Create new font - if (!font_cfg->MergeMode) - Fonts.push_back(IM_NEW(ImFont)); - else - IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - - ConfigData.push_back(*font_cfg); - ImFontConfig& new_font_cfg = ConfigData.back(); - if (new_font_cfg.DstFont == NULL) - new_font_cfg.DstFont = Fonts.back(); - if (!new_font_cfg.FontDataOwnedByAtlas) + ImFont* font; + if (!font_cfg_in->MergeMode) { - new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); - new_font_cfg.FontDataOwnedByAtlas = true; - memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + font = IM_NEW(ImFont)(); + font->FontId = FontNextUniqueID++; + font->Flags = font_cfg_in->Flags; + font->LegacySize = font_cfg_in->SizePixels; + font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity; + Fonts.push_back(font); + } + else + { + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back(); } - if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) - new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Add to list + Sources.push_back(*font_cfg_in); + ImFontConfig* font_cfg = &Sources.back(); + if (font_cfg->DstFont == NULL) + font_cfg->DstFont = font; + font->Sources.push_back(font_cfg); + ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). - ImFontAtlasUpdateConfigDataPointers(this); + if (font_cfg->FontDataOwnedByAtlas == false) + { + font_cfg->FontDataOwnedByAtlas = true; + font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize); + } - // Invalidate texture - TexReady = false; - ClearTexData(); - return new_font_cfg.DstFont; + // Sanity check + // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. + if (font_cfg->GlyphExcludeRanges != NULL) + { + int size = 0; + for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {} + IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!"); + IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!"); + font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1)); + } + if (font_cfg->FontLoader != NULL) + { + IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL); + IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet. + } + IM_ASSERT(font_cfg->FontLoaderData == NULL); + + if (!ImFontAtlasFontSourceInit(this, font_cfg)) + { + // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) + ImFontAtlasFontDestroySourceData(this, font_cfg); + Sources.pop_back(); + font->Sources.pop_back(); + if (!font_cfg->MergeMode) + { + IM_DELETE(font); + Fonts.pop_back(); + } + return NULL; + } + ImFontAtlasFontSourceAddToFont(this, font, font_cfg); + + return font; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) static unsigned int stb_decompress_length(const unsigned char* input); static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); -static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { @@ -2534,10 +3107,15 @@ static void Decode85(const unsigned char* src, unsigned char* dst) dst += 4; } } +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataTTF(int* out_size); +#endif // Load embedded ProggyClean.ttf at size 13, disable oversampling +// If you want a similar font which may be better scaled, consider using ProggyVector from the same author! ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) { +#ifndef IMGUI_DISABLE_DEFAULT_FONT ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); if (!font_cfg_template) { @@ -2547,24 +3125,32 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf"); font_cfg.EllipsisChar = (ImWchar)0x0085; - font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + font_cfg.GlyphOffset.y += 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units - const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); - const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); - ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - return font; + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size); + return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg); +#else + IM_ASSERT(0 && "AddFontDefault() disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT } ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); size_t data_size = 0; void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0) + { + IMGUI_DEBUG_LOG("While loading '%s'\n", filename); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + } return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -2572,8 +3158,8 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, { // Store a short copy of filename into into the font name for convenience const char* p; - for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } @@ -2581,7 +3167,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. @@ -2607,7 +3193,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { - int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); @@ -2615,648 +3201,1576 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed return font; } -int ImFontAtlas::AddCustomRectRegular(int width, int height) +// On font removal we need to remove references (otherwise we could queue removal?) +// We allow old_font == new_font which forces updating all values (e.g. sizes) +void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + if (shared_data->Font == old_font) + shared_data->Font = new_font; + if (ImGuiContext* ctx = shared_data->Context) + { + if (ctx->IO.FontDefault == old_font) + ctx->IO.FontDefault = new_font; + if (ctx->Font == old_font) + { + ImGuiContext* curr_ctx = ImGui::GetCurrentContext(); + bool need_bind_ctx = ctx != curr_ctx; + if (need_bind_ctx) + ImGui::SetCurrentContext(ctx); + ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize); + if (need_bind_ctx) + ImGui::SetCurrentContext(curr_ctx); + } + for (ImFontStackData& font_stack_data : ctx->FontStack) + if (font_stack_data.Font == old_font) + font_stack_data.Font = new_font; + } + } +} + +void ImFontAtlas::RemoveFont(ImFont* font) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + font->ClearOutputData(); + + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontDestroySourceData(this, src); + for (int src_n = 0; src_n < Sources.Size; src_n++) + if (Sources[src_n].DstFont == font) + Sources.erase(&Sources[src_n--]); + + bool removed = Fonts.find_erase(font); + IM_ASSERT(removed); + IM_UNUSED(removed); + + ImFontAtlasBuildUpdatePointers(this); + + font->OwnerAtlas = NULL; + IM_DELETE(font); + + // Notify external systems + ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0]; + ImFontAtlasBuildNotifySetFont(this, font, new_current_font); +} + +// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away. +ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r) { IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + if (out_r != NULL) + GetCustomRect(r_id, out_r); + + if (RendererHasTextures) + { + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + } + return r_id; } -int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id) +{ + if (ImFontAtlasPackGetRectSafe(this, id) == NULL) + return; + ImFontAtlasPackDiscardRect(this, id); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This API does not make sense anymore with scalable fonts. +// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes: +// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....); +// myfont->GetFontBaked(16.0f); +// myfont->Flags |= ImFontFlags_LockBakedSizes; +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ + float font_size = font->LegacySize; + return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset); +} +// FIXME: we automatically set glyph.Colored=true by default. +// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph(). +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 - IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); + IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX); #endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - r.GlyphID = id; - r.GlyphAdvanceX = advance_x; - r.GlyphOffset = offset; - r.Font = font; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index -} -void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const + ImFontBaked* baked = font->GetFontBaked(font_size); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + if (RendererHasTextures) + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + + if (baked->IsGlyphLoaded(codepoint)) + ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint)); + + ImFontGlyph glyph; + glyph.Codepoint = codepoint; + glyph.AdvanceX = advance_x; + glyph.X0 = offset.x; + glyph.Y0 = offset.y; + glyph.X1 = offset.x + r->w; + glyph.Y1 = offset.y + r->h; + glyph.Visible = true; + glyph.Colored = true; // FIXME: Arbitrary + glyph.PackId = r_id; + ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph); + return r_id; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const { - IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates - IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed - *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); - *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); + ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id); + if (r == NULL) + return false; + IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates + if (out_r == NULL) + return true; + out_r->x = r->x; + out_r->y = r->y; + out_r->w = r->w; + out_r->h = r->h; + out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale; + out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale; + return true; } -bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; - if (Flags & ImFontAtlasFlags_NoMouseCursors) + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(PackIdMouseCursors != -1); - ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; - out_uv_border[0] = (pos) * TexUvScale; - out_uv_border[1] = (pos + size) * TexUvScale; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - out_uv_fill[0] = (pos) * TexUvScale; - out_uv_fill[1] = (pos + size) * TexUvScale; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; return true; } -bool ImFontAtlas::Build() +// When atlas->RendererHasTextures = true, this is only called if no font were loaded. +void ImFontAtlasBuildMain(ImFontAtlas* atlas) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat) + ImFontAtlasBuildClear(atlas); + + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); // Default font is none are specified - if (ConfigData.Size == 0) - AddFontDefault(); + if (atlas->Sources.Size == 0) + atlas->AddFontDefault(); - // Select builder - // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which - // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are - // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere - // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. - const ImFontBuilderIO* builder_io = FontBuilderIO; - if (builder_io == NULL) - { -#ifdef IMGUI_ENABLE_FREETYPE - builder_io = ImGuiFreeType::GetBuilderForFreeType(); -#elif defined(IMGUI_ENABLE_STB_TRUETYPE) - builder_io = ImFontAtlasGetBuilderForStbTruetype(); -#else - IM_ASSERT(0); // Invalid Build function -#endif - } - - // Build - return builder_io->FontBuilder_Build(this); + // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures + ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas); + atlas->TexIsBuilt = true; } -void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v) { - for (unsigned int i = 0; i < 256; i++) - { - unsigned int value = (unsigned int)(i * in_brighten_factor); - out_table[i] = value > 255 ? 255 : (value & 0xFF); - } + // Automatically disable horizontal oversampling over size 36 + const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; } -void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +// Setup main font loader for the atlas +// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader. +void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader) { - IM_ASSERT_PARANOID(w <= stride); - unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride - w) - for (int i = w; i > 0; i--, data++) - *data = table[*data]; + if (atlas->FontLoader == font_loader) + return; + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + atlas->FontLoader->LoaderShutdown(atlas); + + atlas->FontLoader = font_loader; + atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL"; + IM_ASSERT(atlas->FontLoaderData == NULL); + + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); } -#ifdef IMGUI_ENABLE_STB_TRUETYPE -// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) -// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) -struct ImFontBuildSrcData +// Preload all glyph ranges for legacy backends. +// This may lead to multiple texture creation which might be a little slower than before. +void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas) { - stbtt_fontinfo FontInfo; - stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - stbtt_packedchar* PackedChars; // Output glyphs - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) -}; - -// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) -struct ImFontBuildDstData -{ - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. -}; - -static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) -{ - IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); - const ImU32* it_begin = in->Storage.begin(); - const ImU32* it_end = in->Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - out->push_back((int)(((it - it_begin) << 5) + bit_n)); -} - -static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) -{ - IM_ASSERT(atlas->ConfigData.Size > 0); - - ImFontAtlasBuildInit(atlas); - - // Clear atlas - atlas->TexID = (ImTextureID)NULL; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); - - // Temporary storage for building - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + atlas->Builder->PreloadedAllGlyphsRanges = true; + for (ImFont* font : atlas->Fonts) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - if (src_tmp.DstIndex == -1) + ImFontBaked* baked = font->GetFontBaked(font->LegacySize); + if (font->FallbackChar != 0) + baked->FindGlyph(font->FallbackChar); + if (font->EllipsisChar != 0) + baked->FindGlyph(font->EllipsisChar); + for (ImFontConfig* src : font->Sources) { - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? - return false; - } - // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); - IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) - { - IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); - return false; - } - - // Measure highest codepoints - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - { - // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. - IM_ASSERT(src_range[0] <= src_range[1]); - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - } - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) - continue; - if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - ImVector buf_packedchars; - buf_rects.resize(total_glyphs_count); - buf_packedchars.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - int total_surface = 0; - int buf_rects_out_n = 0; - int buf_packedchars_out_n = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - buf_packedchars_out_n += src_tmp.GlyphsCount; - - // Convert our ranges in the format stb_truetype wants - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; - src_tmp.PackRange.first_unicode_codepoint_in_range = 0; - src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; - src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; - src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; - src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; - src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; - - // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - int x0, y0, x1, y1; - const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); - IM_ASSERT(glyph_index_in_font != 0); - stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); - src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault(); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + baked->FindGlyph((ImWchar)c); } } +} - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; - else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; +// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas +void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + font->Sources.resize(0); + for (ImFontConfig& src : atlas->Sources) + src.DstFont->Sources.push_back(&src); +} - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - stbtt_pack_context spc = {}; - stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); - ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); +// Render a white-colored bitmap encoded in a string +void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(x >= 0 && x + w <= tex->Width); + IM_ASSERT(y >= 0 && y + h <= tex->Height); - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + switch (tex->Format) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + case ImTextureFormat_Alpha8: + { + ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00; + break; } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); - memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); - spc.pixels = atlas->TexPixelsAlpha8; - spc.height = atlas->TexHeight; - - // 8. Render/rasterize font characters into the texture - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + case ImTextureFormat_RGBA32: { - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; + ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS; + break; + } + } +} - stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); +static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas) +{ + // Pack and store identifier so we can refresh UV coordinates on texture resize. + // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. + ImFontAtlasBuilder* builder = atlas->Builder; + ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - // Apply multiply operator - if (cfg.RasterizerMultiply != 1.0f) + ImFontAtlasRect r; + bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false); + if (add_and_draw) + { + builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid); + + // Draw to texture + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) { - unsigned char multiply_table[256]; - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - stbrp_rect* r = &src_tmp.Rects[0]; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) - if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); - } - src_tmp.Rects = NULL; - } - - // End packing - stbtt_PackEnd(&spc); - buf_rects.clear(); - - // 9. Setup ImFont and glyphs for runtime - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; - - const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); - int unscaled_ascent, unscaled_descent, unscaled_line_gap; - stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - - const float ascent = ImCeil(unscaled_ascent * font_scale); - const float descent = ImFloor(unscaled_descent * font_scale); - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; - - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - // Register glyph - const int codepoint = src_tmp.GlyphsList[glyph_i]; - const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - stbtt_aligned_quad q; - float unused_x = 0.0f, unused_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); - float x0 = q.x0 * inv_rasterization_scale + font_off_x; - float y0 = q.y0 * inv_rasterization_scale + font_off_y; - float x1 = q.x1 * inv_rasterization_scale + font_off_x; - float y1 = q.y1 * inv_rasterization_scale + font_off_y; - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); - } - } - - // Cleanup - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); - return true; -} - -const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() -{ - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; - return &io; -} - -#endif // IMGUI_ENABLE_STB_TRUETYPE - -void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) -{ - for (ImFontConfig& font_cfg : atlas->ConfigData) - { - ImFont* font = font_cfg.DstFont; - if (!font_cfg.MergeMode) - { - font->ConfigData = &font_cfg; - font->ConfigDataCount = 0; - } - font->ConfigDataCount++; - } -} - -void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) -{ - if (!font_config->MergeMode) - { - font->ClearOutputData(); - font->FontSize = font_config->SizePixels; - IM_ASSERT(font->ConfigData == font_config); - font->ContainerAtlas = atlas; - font->Ascent = ascent; - font->Descent = descent; - } -} - -void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) -{ - stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; - IM_ASSERT(pack_context != NULL); - - ImVector& user_rects = atlas->CustomRects; - IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. -#ifdef __GNUC__ - if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) -#endif - - ImVector pack_rects; - pack_rects.resize(user_rects.Size); - memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); - for (int i = 0; i < user_rects.Size; i++) - { - pack_rects[i].w = user_rects[i].Width; - pack_rects[i].h = user_rects[i].Height; - } - stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); - for (int i = 0; i < pack_rects.Size; i++) - if (pack_rects[i].was_packed) - { - user_rects[i].X = (unsigned short)pack_rects[i].x; - user_rects[i].Y = (unsigned short)pack_rects[i].y; - IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); - atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); - } -} - -void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; -} - -void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; -} - -static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) -{ - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); - IM_ASSERT(r->IsPacked()); - - const int w = atlas->TexWidth; - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - { - // Render/copy pixels - IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - const int x_for_white = r->X; - const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - if (atlas->TexPixelsAlpha8 != NULL) - { - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + // 2x2 white pixels + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X'); } else { - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + // 2x2 white pixels + mouse cursors + const int x_for_white = r.x; + const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.'); + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X'); } } - else - { - // Render 4 white pixels - IM_ASSERT(r->Width == 2 && r->Height == 2); - const int offset = (int)r->X + (int)r->Y * w; - if (atlas->TexPixelsAlpha8 != NULL) - { - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; - } - else - { - atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; - } - } - atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); + + // Refresh UV coordinates + atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y); } -static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas) { if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) return; + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false; + if (add_and_draw) + { + ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); - IM_ASSERT(r->IsPacked()); - for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row { // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle - unsigned int y = n; - unsigned int line_width = n; - unsigned int pad_left = (r->Width - line_width) / 2; - unsigned int pad_right = r->Width - (pad_left + line_width); + const int y = n; + const int line_width = n; + const int pad_left = (r.w - line_width) / 2; + const int pad_right = r.w - (pad_left + line_width); + IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels // Write each slice - IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - if (atlas->TexPixelsAlpha8 != NULL) + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) { - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) *(write_ptr + i) = 0x00; - for (unsigned int i = 0; i < line_width; i++) + for (int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = 0xFF; - for (unsigned int i = 0; i < pad_right; i++) + for (int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = 0x00; } - else + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) { - unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) *(write_ptr + i) = IM_COL32(255, 255, 255, 0); - for (unsigned int i = 0; i < line_width; i++) + for (int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; - for (unsigned int i = 0; i < pad_right; i++) + for (int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } - // Calculate UVs for this line - ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; - ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale; float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); } } -// Note: this is called / shared by both the stb_truetype and the FreeType builder -void ImFontAtlasBuildInit(ImFontAtlas* atlas) +//----------------------------------------------------------------------------------------------------------------------------- + +// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() +bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font) { - // Round font size - // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. - // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. - // - We may support it better later and remove this rounding. - for (ImFontConfig& cfg : atlas->ConfigData) - cfg.SizePixels = ImTrunc(cfg.SizePixels); + bool ret = true; + for (ImFontConfig* src : font->Sources) + if (!ImFontAtlasFontSourceInit(atlas, src)) + ret = false; + IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. + return ret; +} - // Register texture region for mouse cursors or standard white pixels - if (atlas->PackIdMouseCursors < 0) +// Keep source/input FontData +void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font) +{ + font->ClearOutputData(); + for (ImFontConfig* src : font->Sources) { - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); - } - - // Register texture region for thick lines - // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row - if (atlas->PackIdLines < 0) - { - if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) - atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcDestroy != NULL) + loader->FontSrcDestroy(atlas, src); } } -// This is called/shared by both the stb_truetype and the FreeType builder. -void ImFontAtlasBuildFinish(ImFontAtlas* atlas) -{ - // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); - ImFontAtlasBuildRenderDefaultTexData(atlas); - ImFontAtlasBuildRenderLinesTexData(atlas); +//----------------------------------------------------------------------------------------------------------------------------- - // Register custom rectangle glyphs - for (int i = 0; i < atlas->CustomRects.Size; i++) +bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + return false; + return true; +} + +void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + if (src->MergeMode == false) { - const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; - if (r->Font == NULL || r->GlyphID == 0) + font->ClearOutputData(); + //font->FontSize = src->SizePixels; + font->OwnerAtlas = atlas; + IM_ASSERT(font->Sources[0] == src); + } + atlas->TexIsBuilt = false; // For legacy backends + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src); +} + +void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF(): + // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT. + // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREEED BY IMGUI. + // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/ + // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API. + if (src->FontDataOwnedByAtlas) + IM_FREE(src->FontData); + src->FontData = NULL; + if (src->GlyphExcludeRanges) + IM_FREE((void*)src->GlyphExcludeRanges); + src->GlyphExcludeRanges = NULL; +} + +// Create a compact, baked "..." if it doesn't exist, by using the ".". +// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. +// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. +static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) +{ + ImFont* font = baked->OwnerFont; + IM_ASSERT(font->EllipsisChar != 0); + + const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); + if (dot_glyph == NULL) + dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E); + if (dot_glyph == NULL) + return NULL; + ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers + ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + const int dot_spacing = 1; + const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing; + + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + ImFontGlyph glyph_in = {}; + ImFontGlyph* glyph = &glyph_in; + glyph->Codepoint = font->EllipsisChar; + glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + glyph->X0 = dot_glyph->X0; + glyph->Y0 = dot_glyph->Y0; + glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing; + glyph->Y1 = dot_glyph->Y1; + glyph->Visible = true; + glyph->PackId = pack_id; + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph); + dot_glyph = NULL; // Invalidated + + // Copy to texture, post-process and queue update for backend + // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it. + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + ImTextureData* tex = atlas->TexData; + for (int n = 0; n < 3; n++) + ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); + + return glyph; +} + +// Load fallback in order to obtain its index +// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) +static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) +{ + IM_ASSERT(baked->FallbackGlyphIndex == -1); + IM_ASSERT(baked->FallbackAdvanceX == 0.0f); + ImFont* font = baked->OwnerFont; + ImFontGlyph* fallback_glyph = NULL; + if (font->FallbackChar != 0) + fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); + if (fallback_glyph == NULL) + { + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + ImFontGlyph glyph; + glyph.Codepoint = 0; + glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph); + } + baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code + baked->FallbackAdvanceX = fallback_glyph->AdvanceX; +} + +static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked) +{ + // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + if (space_glyph != NULL) + space_glyph->Visible = false; + + // Setup Tab character. + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL) + { + ImFontGlyph tab_glyph; + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE; + ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph); + } +} + +// Load/identify special glyphs +// (note that this is called again for fonts with MergeMode) +void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + IM_UNUSED(atlas); + IM_ASSERT(font->Sources.contains(src)); + + // Find Fallback character. Actual glyph loaded in GetFontBaked(). + const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + if (font->FallbackChar == 0) + for (ImWchar candidate_char : fallback_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->FallbackChar = (ImWchar)candidate_char; + break; + } + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + if (font->EllipsisChar == 0) + for (ImWchar candidate_char : ellipsis_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->EllipsisChar = candidate_char; + break; + } + if (font->EllipsisChar == 0) + { + font->EllipsisChar = 0x0085; + font->EllipsisAutoBake = true; + } +} + +void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph) +{ + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImFontAtlasPackDiscardRect(atlas, glyph->PackId); + glyph->PackId = ImFontAtlasRectId_Invalid; + } + ImWchar c = (ImWchar)glyph->Codepoint; + IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity + IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size); + IM_UNUSED(font); + baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED; + baked->IndexAdvanceX[c] = baked->FallbackAdvanceX; +} + +ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id) +{ + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size); + ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked()); + baked->Size = font_size; + baked->RasterizerDensity = font_rasterizer_density; + baked->BakedId = baked_id; + baked->OwnerFont = font; + baked->LastUsedFrame = atlas->Builder->FrameCount; + + // Initialize backend data + size_t loader_data_size = 0; + for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_data_size += loader->FontBakedSrcLoaderDataSize; + } + baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL; + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedInit) + loader->FontBakedInit(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked); + return baked; +} + +// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. +ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int step_n = 0; step_n < 2; step_n++) + { + ImFontBaked* closest_larger_match = NULL; + ImFontBaked* closest_smaller_match = NULL; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density + continue; + if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size)) + closest_larger_match = baked; + if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size)) + closest_smaller_match = baked; + } + if (closest_larger_match) + if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f)) + return closest_larger_match; + if (closest_smaller_match) + return closest_smaller_match; + } + return NULL; +} + +void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName()); + + for (ImFontGlyph& glyph : baked->Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + ImFontAtlasPackDiscardRect(atlas, glyph.PackId); + + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedDestroy) + loader->FontBakedDestroy(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + if (baked->FontLoaderDatas) + { + IM_FREE(baked->FontLoaderDatas); + baked->FontLoaderDatas = NULL; + } + builder->BakedMap.SetVoidPtr(baked->BakedId, NULL); + builder->BakedDiscardedCount++; + baked->ClearOutputData(); + baked->WantDestroy = true; + font->LastBaked = NULL; +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames) +{ + if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + ImFontAtlasBakedDiscard(atlas, font, baked); + } +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes)) + continue; + ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked); + } +} + +// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData* +void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(!atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.push_back(data); +} + +void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.find_erase(data); +} + +// Update texture identifier in all active draw lists +void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + // If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1 + if (shared_data->Context && !shared_data->Context->WithinFrameScope) continue; - // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH - IM_ASSERT(r->Font->ContainerAtlas == atlas); - ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(r, &uv0, &uv1); - r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + for (ImDrawList* draw_list : shared_data->DrawLists) + { + // Replace in command-buffer + // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], + // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) + if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex) + draw_list->_SetTexture(new_tex); + + // Replace in stack + for (ImTextureRef& stacked_tex : draw_list->_TextureStack) + if (stacked_tex == old_tex) + stacked_tex = new_tex; + } + } +} + +// Update texture coordinates in all draw list shared context +// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? +void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (shared_data->FontAtlas == atlas) + { + shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel; + shared_data->TexUvLines = atlas->TexUvLines; + } +} + +// Set current texture. This is mostly called from AddTexture() + to handle a failed resize. +static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex) +{ + ImTextureRef old_tex_ref = atlas->TexRef; + atlas->TexData = tex; + atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height); + atlas->TexRef._TexData = tex; + //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef); +} + +// Create a new texture, discard previous one +ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h) +{ + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex; + + // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate) + { + // Reuse texture not yet used by backend. + IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL); + old_tex->DestroyPixels(); + old_tex->Updates.clear(); + new_tex = old_tex; + old_tex = NULL; + } + else*/ + { + // Add new + new_tex = IM_NEW(ImTextureData)(); + new_tex->UniqueID = atlas->TexNextUniqueID++; + atlas->TexList.push_back(new_tex); + } + if (old_tex != NULL) + { + // Queue old as to destroy next frame + old_tex->WantDestroyNextFrame = true; + IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates); } - // Build all fonts lookup tables - for (ImFont* font : atlas->Fonts) - if (font->DirtyLookupTables) - font->BuildLookupTable(); + new_tex->Create(atlas->TexDesiredFormat, w, h); + atlas->TexIsBuilt = false; - atlas->TexReady = true; + ImFontAtlasBuildSetTexture(atlas, new_tex); + + return new_tex; } +#if 0 +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include "../stb/stb_image_write.h" +static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description) +{ + ImGuiContext& g = *GImGui; + char buf[128]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description); + stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support. +} +#endif + +void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + builder->LockDisableResize = true; + + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h); + new_tex->UseColors = old_tex->UseColors; + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height); + //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy); + //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface); + //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack"); + + // Repack, lose discarded rectangle, copy pixels + // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex + // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. + // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. + ImFontAtlasPackInit(atlas); + ImVector old_rects; + ImVector old_index = builder->RectsIndex; + old_rects.swap(builder->Rects); + + for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex) + { + if (index_entry.IsUsed == false) + continue; + ImTextureRect& old_r = old_rects[index_entry.TargetIndex]; + if (old_r.w == 0 && old_r.h == 0) + continue; + ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry); + if (new_r_id == ImFontAtlasRectId_Invalid) + { + // Undo, grow texture and try repacking again. + // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID); + new_tex->WantDestroyNextFrame = true; + builder->Rects.swap(old_rects); + builder->RectsIndex = old_index; + ImFontAtlasBuildSetTexture(atlas, old_tex); + ImFontAtlasTextureGrow(atlas, w, h); // Recurse + return; + } + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry)); + ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id); + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h); + } + IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount); + builder->RectsDiscardedCount = 0; + builder->RectsDiscardedSurface = 0; + + // Patch glyphs UV + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId); + glyph.U0 = (r->x) * atlas->TexUvScale.x; + glyph.V0 = (r->y) * atlas->TexUvScale.y; + glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y; + } + + // Update other cached UV + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + builder->LockDisableResize = false; + ImFontAtlasUpdateDrawListsSharedData(atlas); + //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +} + +void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h) +{ + //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow"); + ImFontAtlasBuilder* builder = atlas->Builder; + if (old_tex_w == -1) + old_tex_w = atlas->TexData->Width; + if (old_tex_h == -1) + old_tex_h = atlas->TexData->Height; + + // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? + // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h)); + IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight)); + + // Grow texture so it follows roughly a square. + // - Grow height before width, as width imply more packing nodes. + // - Caller should be taking account of RectsDiscardedSurface and may not need to grow. + int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2; + int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h; + + // Handle minimum size first (for pathologically large packed rects) + const int pack_padding = atlas->TexGlyphPadding; + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding)); + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding)); + new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth); + new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight); + if (new_tex_w == old_tex_w && new_tex_h == old_tex_h) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h); +} + +void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas) +{ + // Can some baked contents be ditched? + //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n"); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 2); + + // Currently using a heuristic for repack without growing. + if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f) + ImFontAtlasTextureGrow(atlas); + else + ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height); +} + +ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas) +{ + int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth); + int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight); + if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy) + return ImVec2i(min_w, min_h); + + ImFontAtlasBuilder* builder = atlas->Builder; + min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w); + min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h); + const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack + const int surface_sqrt = (int)sqrtf((float)surface_approx); + + int new_tex_w; + int new_tex_h; + if (min_w >= min_h) + { + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)); + new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + } + else + { + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h)); + } + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h)); + return ImVec2i(new_tex_w, new_tex_h); +} + +// Clear all output. Invalidates all AddCustomRect() return values! +void ImFontAtlasBuildClear(ImFontAtlas* atlas) +{ + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + ImFontAtlasBuildInit(atlas); + for (ImFontConfig& src : atlas->Sources) + ImFontAtlasFontSourceInit(atlas, &src); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// You should not need to call this manually! +// If you think you do, let us know and we can advise about policies auto-compact. +void ImFontAtlasTextureCompact(ImFontAtlas* atlas) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 1); + + ImTextureData* old_tex = atlas->TexData; + ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height); + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y); +} + +// Start packing over current empty texture +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Select Backend + // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere + // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. + if (atlas->FontLoader == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + atlas->SetFontLoader(ImGuiFreeType::GetFontLoader()); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Create initial texture size + if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL) + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight)); + + atlas->Builder = IM_NEW(ImFontAtlasBuilder)(); + if (atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + + ImFontAtlasPackInit(atlas); + + // Add required texture data + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + // Register fonts + ImFontAtlasBuildUpdatePointers(atlas); + + // Update UV coordinates etc. stored in bound ImDrawListSharedData instance + ImFontAtlasUpdateDrawListsSharedData(atlas); + + //atlas->TexIsBuilt = true; +} + +// Destroy builder and all cached glyphs. Do not destroy actual fonts. +void ImFontAtlasBuildDestroy(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + { + atlas->FontLoader->LoaderShutdown(atlas); + IM_ASSERT(atlas->FontLoaderData == NULL); + } + IM_DELETE(atlas->Builder); + atlas->Builder = NULL; +} + +void ImFontAtlasPackInit(ImFontAtlas * atlas) +{ + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. + const int pack_node_count = tex->Width / 2; + builder->PackNodes.resize(pack_node_count); + IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque)); + stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size); + builder->RectsPackedSurface = builder->RectsPackedCount = 0; + builder->MaxRectSize = ImVec2i(0, 0); + builder->MaxRectBounds = ImVec2i(0, 0); +} + +// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. +static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx) +{ + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + int index_idx; + ImFontAtlasRectEntry* index_entry; + if (builder->RectsIndexFreeListStart < 0) + { + builder->RectsIndex.resize(builder->RectsIndex.Size + 1); + index_idx = builder->RectsIndex.Size - 1; + index_entry = &builder->RectsIndex[index_idx]; + memset(index_entry, 0, sizeof(*index_entry)); + } + else + { + index_idx = builder->RectsIndexFreeListStart; + index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect + builder->RectsIndexFreeListStart = index_entry->TargetIndex; + } + index_entry->TargetIndex = rect_idx; + index_entry->IsUsed = 1; + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// Overwrite existing entry +static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry) +{ + IM_ASSERT(index_entry->IsUsed); + index_entry->TargetIndex = atlas->Builder->Rects.Size - 1; + int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry); + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// This is expected to be called in batches and followed by a repack +void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + + ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id); + if (rect == NULL) + return; + + ImFontAtlasBuilder* builder = atlas->Builder; + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0); + index_entry->IsUsed = false; + index_entry->TargetIndex = builder->RectsIndexFreeListStart; + index_entry->Generation++; + if (index_entry->Generation == 0) + index_entry->Generation++; // Keep non-zero on overflow + + const int pack_padding = atlas->TexGlyphPadding; + builder->RectsIndexFreeListStart = index_idx; + builder->RectsDiscardedCount++; + builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding); + rect->w = rect->h = 0; // Clear rectangle so it won't be packed again +} + +// Important: Calling this may recreate a new texture and therefore change atlas->TexData +// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 +ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry) +{ + IM_ASSERT(w > 0 && w <= 0xFFFF); + IM_ASSERT(h > 0 && h <= 0xFFFF); + + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + const int pack_padding = atlas->TexGlyphPadding; + builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w); + builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h); + + // Pack + ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h }; + for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--) + { + // Try packing + stbrp_rect pack_r = {}; + pack_r.w = w + pack_padding; + pack_r.h = h + pack_padding; + stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1); + r.x = (unsigned short)pack_r.x; + r.y = (unsigned short)pack_r.y; + if (pack_r.was_packed) + break; + + // If we ran out of attempts, return fallback + if (attempts_remaining == 0 || builder->LockDisableResize) + { + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h); + return ImFontAtlasRectId_Invalid; + } + + // Resize or repack atlas! (this should be a rare event) + ImFontAtlasTextureMakeSpace(atlas); + } + + builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding); + builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding); + builder->RectsPackedCount++; + builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding); + + builder->Rects.push_back(r); + if (overwrite_entry != NULL) + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1); +} + +// Generally for non-user facing functions: assert on invalid ID. +ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id)); + IM_ASSERT(index_entry->IsUsed); + return &builder->Rects[index_entry->TargetIndex]; +} + +// For user-facing functions: return NULL on invalid ID. +// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers. +ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + if (id == ImFontAtlasRectId_Invalid) + return NULL; + int index_idx = ImFontAtlasRectId_GetIndex(id); + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'" + if (index_idx >= builder->RectsIndex.Size) + return NULL; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed) + return NULL; + return &builder->Rects[index_entry->TargetIndex]; +} + +// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) +// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. +static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint) +{ + if (const ImWchar* exclude_list = src->GlyphExcludeRanges) + for (; exclude_list[0] != 0; exclude_list += 2) + if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1]) + return false; + return true; +} + +static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size) +{ + IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size); + if (new_size <= baked->IndexLookup.Size) + return; + baked->IndexAdvanceX.resize(new_size, -1.0f); + baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED); +} + +static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c) +{ + IM_UNUSED(atlas); + if (font->RemapPairs.Data.Size != 0) + *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c); +} + +static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x) +{ + ImFont* font = baked->OwnerFont; + ImFontAtlas* atlas = font->OwnerAtlas; + if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) + { + // Lazily load fallback glyph + if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0) + ImFontAtlasBuildSetupFontBakedFallback(baked); + return NULL; + } + + // User remapping hooks + ImWchar src_codepoint = codepoint; + ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint); + + //char utf8_buf[5]; + //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); + + // Special hook + // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking + if (codepoint == font->EllipsisChar && font->EllipsisAutoBake) + if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked)) + return glyph; + + // Call backend + char* loader_user_data_p = (char*)baked->FontLoaderDatas; + int src_n = 0; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) + { + if (only_load_advance_x == NULL) + { + ImFontGlyph glyph_buf; + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL)) + { + // FIXME: Add hooks for e.g. #7962 + glyph_buf.Codepoint = src_codepoint; + glyph_buf.SourceIdx = src_n; + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf); + } + } + else + { + // Special mode but only loading glyphs metrics. Will rasterize and pack later. + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x)) + { + ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x); + return NULL; + } + } + } + loader_user_data_p += loader->FontBakedSrcLoaderDataSize; + src_n++; + } + + // Lazily load fallback glyph + if (baked->LoadNoFallback) + return NULL; + if (baked->FallbackGlyphIndex == -1) + ImFontAtlasBuildSetupFontBakedFallback(baked); + + // Mark index as not found, so we don't attempt the search twice + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX; + baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND; + return NULL; +} + +static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) +{ + if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout) + { + // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API. + float only_advance_x = 0.0f; + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x); + return glyph ? glyph->AdvanceX : only_advance_x; + } + else + { + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL); + return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX; + } +} + +// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b +IM_MSVC_RUNTIME_CHECKS_OFF +static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint) +{ + return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) +{ + // [DEBUG] Log texture update requests + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + for (ImTextureData* tex : atlas->TexList) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + IM_ASSERT(tex->Updates.Size == 0); + if (tex->Status == ImTextureStatus_WantCreate) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + else if (tex->Status == ImTextureStatus_WantDestroy) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, IM_TEXTUREID_TO_U64(tex->TexID), tex->BackendUserData); + else if (tex->Status == ImTextureStatus_WantUpdates) + { + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + for (const ImTextureRect& r : tex->Updates) + { + IM_UNUSED(r); + IM_ASSERT(r.x >= 0 && r.y >= 0); + IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + } + } + } +} +#endif + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: backend for stb_truetype +//------------------------------------------------------------------------- +// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set) +//------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_STB_TRUETYPE + +// One for each ConfigData +struct ImGui_ImplStbTrueType_FontSrcData +{ + stbtt_fontinfo FontInfo; + float ScaleFactor; +}; + +static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo); + if (font_offset < 0) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); + return false; + } + if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset)) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + src->FontLoaderData = bd_font_data; + + const float ref_size = src->DstFont->Sources[0]->SizePixels; + if (src->MergeMode && src->SizePixels == 0.0f) + src->SizePixels = ref_size; + + if (src->SizePixels >= 0.0f) + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); + else + bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f); + if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f) + bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit + + return true; +} + +static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data != NULL); + + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + return glyph_index != 0; +} + +static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + if (src->MergeMode == false) + { + // FIXME-NEWFONTS: reevaluate how to use sizing metrics + // FIXME-NEWFONTS: make use of line gap value + float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout); + baked->Descent = ImFloor(unscaled_descent * scale_for_layout); + } + return true; +} + +static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x) +{ + // Search for first font which has the glyph + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data); + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + if (glyph_index == 0) + return false; + + // Fonts unit to pixels + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h; + const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v; + + // Obtain size and advance + int x0, y0, x1, y1; + int advance, lsb; + stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb); + + // Load metrics only mode + if (out_advance_x != NULL) + { + IM_ASSERT(out_glyph == NULL); + *out_advance_x = advance * scale_for_layout; + return true; + } + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = advance * scale_for_layout; + + // Pack and retrieve position inside texture atlas + // (generally based on stbtt_PackFontRangesRenderIntoRects) + const bool is_visible = (x0 != x1 && y0 != y1); + if (is_visible) + { + const int w = (x1 - x0 + oversample_h - 1); + const int h = (y1 - y0 + oversample_v - 1); + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render + stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1); + ImFontAtlasBuilder* builder = atlas->Builder; + builder->TempBuffer.resize(w * h * 1); + unsigned char* bitmap_pixels = builder->TempBuffer.Data; + memset(bitmap_pixels, 0, w * h * 1); + + // Render with oversampling + // (those functions conveniently assert if pixels are not cleared, which is another safety layer) + float sub_x, sub_y; + stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index); + + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = (src->GlyphOffset.x * offsets_scale); + float font_off_y = (src->GlyphOffset.y * offsets_scale); + if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome. + font_off_x = IM_ROUND(font_off_x); + if (src->PixelSnapV) + font_off_y = IM_ROUND(font_off_y); + font_off_x += sub_x; + font_off_y += sub_y + IM_ROUND(baked->Ascent); + float recip_h = 1.0f / (oversample_h * rasterizer_density); + float recip_v = 1.0f / (oversample_v * rasterizer_density); + + // Register glyph + // r->x r->y are coordinates inside texture (in pixels) + // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. + out_glyph->X0 = x0 * recip_h + font_off_x; + out_glyph->Y0 = y0 * recip_v + font_off_y; + out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x; + out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w); + } + + return true; +} + +const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype() +{ + static ImFontLoader loader; + loader.Name = "stb_truetype"; + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy; + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit; + loader.FontBakedDestroy = NULL; + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph; + return &loader; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// Obsolete functions since 1.92: +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + // Retrieve list of range (2 int per range, values are inclusive) const ImWchar* ImFontAtlas::GetGlyphRangesDefault() { @@ -3268,6 +4782,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault() return &ranges[0]; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS const ImWchar* ImFontAtlas::GetGlyphRangesGreek() { static const ImWchar ranges[] = @@ -3318,10 +4833,6 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* out_ranges[0] = 0; } -//------------------------------------------------------------------------- -// [SECTION] ImFontAtlas glyph ranges helpers -//------------------------------------------------------------------------- - const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() { // Store 2500 regularly used characters for Simplified Chinese. @@ -3521,6 +5032,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() }; return &ranges[0]; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder @@ -3528,7 +5040,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { - while (text_end ? (text < text_end) : *text) + if (text_end == NULL) + text_end = text + strlen(text); + while (text < text_end) { unsigned int c = 0; int c_len = ImTextCharFromUtf8(&c, text, text_end); @@ -3564,23 +5078,29 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) // [SECTION] ImFont //----------------------------------------------------------------------------- -ImFont::ImFont() +ImFontBaked::ImFontBaked() +{ + memset(this, 0, sizeof(*this)); + FallbackGlyphIndex = -1; +} + +void ImFontBaked::ClearOutputData() { - FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)-1; - EllipsisChar = (ImWchar)-1; - EllipsisWidth = EllipsisCharStep = 0.0f; - EllipsisCharCount = 0; - FallbackGlyph = NULL; - ContainerAtlas = NULL; - ConfigData = NULL; - ConfigDataCount = 0; - DirtyLookupTables = false; - Scale = 1.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyphIndex = -1; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::ImFont() +{ + memset(this, 0, sizeof(*this)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + Scale = 1.0f; +#endif } ImFont::~ImFont() @@ -3588,227 +5108,271 @@ ImFont::~ImFont() ClearOutputData(); } -void ImFont::ClearOutputData() +void ImFont::ClearOutputData() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - Glyphs.clear(); - IndexAdvanceX.clear(); - IndexLookup.clear(); - FallbackGlyph = NULL; - ContainerAtlas = NULL; - DirtyLookupTables = true; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; + if (ImFontAtlas* atlas = OwnerAtlas) + ImFontAtlasFontDiscardBakes(atlas, this, 0); + FallbackChar = EllipsisChar = 0; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); + LastBaked = NULL; } -static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) -{ - for (int n = 0; n < candidate_chars_count; n++) - if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) - return candidate_chars[n]; - return (ImWchar)-1; -} - -void ImFont::BuildLookupTable() -{ - int max_codepoint = 0; - for (int i = 0; i != Glyphs.Size; i++) - max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); - - // Build lookup table - IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); - IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved - IndexAdvanceX.clear(); - IndexLookup.clear(); - DirtyLookupTables = false; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); - GrowIndex(max_codepoint + 1); - for (int i = 0; i < Glyphs.Size; i++) - { - int codepoint = (int)Glyphs[i].Codepoint; - IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (ImWchar)i; - - // Mark 4K page as used - const int page_n = codepoint / 4096; - Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); - } - - // Create a glyph to handle TAB - // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) - if (FindGlyph((ImWchar)' ')) - { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((ImWchar)' '); - tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= IM_TABSIZE; - IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); - } - - // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) - SetGlyphVisible((ImWchar)' ', false); - SetGlyphVisible((ImWchar)'\t', false); - - // Setup Fallback character - const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackGlyph = &Glyphs.back(); - FallbackChar = (ImWchar)FallbackGlyph->Codepoint; - } - } - FallbackAdvanceX = FallbackGlyph->AdvanceX; - for (int i = 0; i < max_codepoint + 1; i++) - if (IndexAdvanceX[i] < 0.0f) - IndexAdvanceX[i] = FallbackAdvanceX; - - // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; - if (EllipsisChar == (ImWchar)-1) - EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); - const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); - if (EllipsisChar != (ImWchar)-1) - { - EllipsisCharCount = 1; - EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; - } - else if (dot_char != (ImWchar)-1) - { - const ImFontGlyph* glyph = FindGlyph(dot_char); - EllipsisChar = dot_char; - EllipsisCharCount = 3; - EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; - EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; - } -} - -// API is designed this way to avoid exposing the 4K page size +// API is designed this way to avoid exposing the 8K page size // e.g. use with IsGlyphRangeUnused(0, 255) bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { - unsigned int page_begin = (c_begin / 4096); - unsigned int page_last = (c_last / 4096); + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) - if ((page_n >> 3) < sizeof(Used4kPagesMap)) - if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) return false; return true; } -void ImFont::SetGlyphVisible(ImWchar c, bool visible) -{ - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) - glyph->Visible = visible ? 1 : 0; -} - -void ImFont::GrowIndex(int new_size) -{ - IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); - if (new_size <= IndexLookup.Size) - return; - IndexAdvanceX.resize(new_size, -1.0f); - IndexLookup.resize(new_size, (ImWchar)-1); -} - // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. -void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph) { - if (cfg != NULL) + int glyph_idx = baked->Glyphs.Size; + baked->Glyphs.push_back(*in_glyph); + ImFontGlyph* glyph = &baked->Glyphs[glyph_idx]; + IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved. + + // Set UV from packed rectangle + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId); + IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f); + glyph->U0 = (r->x) * atlas->TexUvScale.x; + glyph->V0 = (r->y) * atlas->TexUvScale.y; + glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y; + baked->MetricsTotalSurface += r->w * r->h; + } + + if (src != NULL) { // Clamp & recenter if needed - const float advance_x_original = advance_x; - advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); - if (advance_x != advance_x_original) + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + if (advance_x != glyph->AdvanceX) { - float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; - x0 += char_off_x; - x1 += char_off_x; + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f; + glyph->X0 += char_off_x; + glyph->X1 += char_off_x; } // Snap to pixel - if (cfg->PixelSnapH) + if (src->PixelSnapH) advance_x = IM_ROUND(advance_x); // Bake spacing - advance_x += cfg->GlyphExtraSpacing.x; + glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX; + } + if (glyph->Colored) + atlas->TexPixelsUseColors = atlas->TexData->UseColors = true; + + // Update lookup tables + const int codepoint = glyph->Codepoint; + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; + baked->IndexLookup[codepoint] = (ImU16)glyph_idx; + const int page_n = codepoint / 8192; + baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + + return glyph; +} + +// FIXME: Code is duplicated with code above. +void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x) +{ + IM_UNUSED(atlas); + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += src->GlyphExtraAdvanceX; } - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (unsigned int)codepoint; - glyph.Visible = (x0 != x1) && (y0 != y1); - glyph.Colored = false; - glyph.X0 = x0; - glyph.Y0 = y0; - glyph.X1 = x1; - glyph.Y1 = y1; - glyph.U0 = u0; - glyph.V0 = v0; - glyph.U1 = u1; - glyph.V1 = v1; - glyph.AdvanceX = advance_x; - - // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) - // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. - float pad = ContainerAtlas->TexGlyphPadding + 0.99f; - DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = advance_x; } -void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +// Copy to texture, post-process and queue update for backend +void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch) { - IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - unsigned int index_size = (unsigned int)IndexLookup.Size; - - if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists - return; - if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op - return; - - GrowIndex(dst + 1); - IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; - IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; + ImTextureData* tex = atlas->TexData; + IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); + ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasTextureBlockPostProcess(&pp_data); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); } -const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint) { - if (c >= (size_t)IndexLookup.Size) - return FallbackGlyph; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return FallbackGlyph; - return &Glyphs.Data[i]; + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint); } -const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +// Find glyph, load if necessary, return fallback if missing +ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c) { - if (c >= (size_t)IndexLookup.Size) + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return &Glyphs.Data[FallbackGlyphIndex]; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex]; +} + +// Attempt to load but when missing, return NULL instead of FallbackGlyph +ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return NULL; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + LoadNoFallback = false; + return glyph; +} + +bool ImFontBaked::IsGlyphLoaded(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return false; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return true; + } + return false; +} + +// This is not fast query +bool ImFont::IsGlyphInFont(ImWchar c) +{ + ImFontAtlas* atlas = OwnerAtlas; + ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c); + for (ImFontConfig* src : Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c)) + return true; + } + return false; +} + +// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). +IM_MSVC_RUNTIME_CHECKS_OFF +float ImFontBaked::GetCharAdvance(ImWchar c) +{ + if ((int)c < IndexAdvanceX.Size) + { + // Missing glyphs fitting inside index will have stored FallbackAdvanceX already. + const float x = IndexAdvanceX.Data[c]; + if (x >= 0.0f) + return x; + } + return ImFontBaked_BuildLoadGlyphAdvanceX(this, c); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density) +{ + struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data; + hashed_data.FontId = font_id; + hashed_data.BakedSize = baked_size; + hashed_data.RasterizerDensity = rasterizer_density; + return ImHashData(&hashed_data, sizeof(hashed_data)); +} + +// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames. +ImFontBaked* ImFont::GetFontBaked(float size, float density) +{ + ImFontBaked* baked = LastBaked; + + // Round font size + // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) + size = ImGui::GetRoundedFontSize(size); + + if (density < 0.0f) + density = CurrentRasterizerDensity; + if (baked && baked->Size == size && baked->RasterizerDensity == density) + return baked; + + ImFontAtlas* atlas = OwnerAtlas; + ImFontAtlasBuilder* builder = atlas->Builder; + baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); + if (baked == NULL) return NULL; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return NULL; - return &Glyphs.Data[i]; + baked->LastUsedFrame = builder->FrameCount; + LastBaked = baked; + return baked; } -// Wrapping skips upcoming blanks -static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) { - while (text < text_end && ImCharIsBlankA(*text)) - text++; + // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? + // FIXME-NEWATLAS: Altering font density won't work right away. + IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f); + ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id); + ImFontBaked* baked = *p_baked_in_map; + if (baked != NULL) + { + IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id); + return baked; + } + + // If atlas is locked, find closest match + // FIXME-OPT: This is not an optimal query. + if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked) + { + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density); + if (baked != NULL) + return baked; + if (atlas->Locked) + { + IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures! + return NULL; + } + } + + // Create new + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id); + *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can. + return baked; +} + +// Trim trailing space and find beginning of next line +const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags) +{ + if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0) + while (text < text_end && ImCharIsBlankA(*text)) + text++; if (*text == '\n') text++; return text; @@ -3817,7 +5381,7 @@ static inline const char* CalcWordWrapNextLineStartA(const char* text, const cha // Simple word-wrapping for English, not full-featured. Please submit failing cases! // This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) -const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags) { // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" @@ -3830,6 +5394,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + ImFontBaked* baked = font->GetFontBaked(size); + const float scale = size / baked->Size; + float line_width = 0.0f; float word_width = 0.0f; float blank_width = 0.0f; @@ -3853,12 +5421,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c if (c < 32) { if (c == '\n') - { - line_width = word_width = blank_width = 0.0f; - inside_word = true; - s = next_s; - continue; - } + return s; // Direct return, skip "Wrap_width is too small to fit anything" path. if (c == '\r') { s = next_s; @@ -3866,7 +5429,11 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } } - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + if (ImCharIsBlankW(c)) { if (inside_word) @@ -3889,11 +5456,13 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c { prev_word_end = word_end; line_width += word_width + blank_width; + if ((flags & ImDrawTextFlags_WrapKeepBlanks) && line_width <= wrap_width) + prev_word_end = s; word_width = blank_width = 0.0f; } // Allow wrapping after punctuation. - inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002); } // We ignore blank width at the end of the line (they can be skipped) @@ -3911,17 +5480,25 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). if (s == text && text < text_end) - return s + 1; + return s + ImTextCountUtf8BytesFromChar(s, text_end); return s; } -ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width) +{ + return ImFontCalcWordWrapPositionEx(this, size, text, text_end, wrap_width, ImDrawTextFlags_None); +} + +ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) { if (!text_end) - text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. + if (!text_end_display) + text_end_display = text_end; + ImFontBaked* baked = font->GetFontBaked(size); const float line_height = size; - const float scale = size / FontSize; + const float scale = line_height / baked->Size; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; @@ -3930,13 +5507,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons const char* word_wrap_eol = NULL; const char* s = text_begin; - while (s < text_end) + while (s < text_end_display) { + // Word-wrapping if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, s, text_end, wrap_width - line_width, flags); if (s >= word_wrap_eol) { @@ -3944,8 +5522,10 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons text_size.x = line_width; text_size.y += line_height; line_width = 0.0f; + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks + if (flags & ImDrawTextFlags_StopOnNewLine) + break; word_wrap_eol = NULL; - s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3958,20 +5538,24 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons else s += ImTextCharFromUtf8(&c, s, text_end); - if (c < 32) + if (c == '\n') { - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - continue; - } - if (c == '\r') - continue; + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (flags & ImDrawTextFlags_StopOnNewLine) + break; + continue; } + if (c == '\r') + continue; + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + char_width *= scale; - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; if (line_width + char_width >= max_width) { s = prev_s; @@ -3984,45 +5568,81 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons if (text_size.x < line_width) text_size.x = line_width; - if (line_width > 0 || text_size.y == 0.0f) + if (out_offset != NULL) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n text_size.y += line_height; - if (remaining) - *remaining = s; + if (out_remaining != NULL) + *out_remaining = s; return text_size; } -// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** out_remaining) { - const ImFontGlyph* glyph = FindGlyph(c); + return ImFontCalcTextSizeEx(this, size, max_width, wrap_width, text_begin, text_end, text_end, out_remaining, NULL, ImDrawTextFlags_None); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip) +{ + ImFontBaked* baked = GetFontBaked(size); + const ImFontGlyph* glyph = baked->FindGlyph(c); if (!glyph || !glyph->Visible) return; if (glyph->Colored) col |= ~IM_COL32_A_MASK; - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f; float x = IM_TRUNC(pos.x); float y = IM_TRUNC(pos.y); + + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x)) + return; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // Always CPU fine clip. Code extracted from RenderText(). + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip != NULL) + { + if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; } + if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; } + if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; } + if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; } + if (y1 >= y2) + return; + } draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2025-2025. 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) { - if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. - // Align to be pixel perfect +begin: float x = IM_TRUNC(pos.x); float y = IM_TRUNC(pos.y); if (y > clip_rect.w) return; - const float start_x = x; - const float scale = size / FontSize; - const float line_height = FontSize * scale; + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + + const float scale = size / baked->Size; + const float origin_x = x; const bool word_wrap_enabled = (wrap_width > 0.0f); // Fast-forward to first visible line @@ -4030,14 +5650,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im if (y + line_height < clip_rect.y) while (y + line_height < clip_rect.y && s < text_end) { - const char* line_end = (const char*)memchr(s, '\n', text_end - s); + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); if (word_wrap_enabled) { - // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). - // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition(). + // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both. // However it is still better than nothing performing the fast-forward! - s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); - s = CalcWordWrapNextLineStartA(s, text_end); + s = ImFontCalcWordWrapPositionEx(this, size, s, line_end ? line_end : text_end, wrap_width, flags); + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); } else { @@ -4054,7 +5674,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im float y_end = y; while (y_end < clip_rect.w && s_end < text_end) { - s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); s_end = s_end ? s_end + 1 : text_end; y_end += line_height; } @@ -4071,6 +5691,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im ImDrawVert* vtx_write = draw_list->_VtxWritePtr; ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_index = draw_list->_VtxCurrentIdx; + const int cmd_count = draw_list->CmdBuffer.Size; + const bool cpu_fine_clip = (flags & ImDrawTextFlags_CpuFineClip) != 0; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; const char* word_wrap_eol = NULL; @@ -4081,16 +5703,16 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); + word_wrap_eol = ImFontCalcWordWrapPositionEx(this, size, s, text_end, wrap_width - (x - origin_x), flags); if (s >= word_wrap_eol) { - x = start_x; + x = origin_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop word_wrap_eol = NULL; - s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks continue; } } @@ -4106,7 +5728,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im { if (c == '\n') { - x = start_x; + x = origin_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop @@ -4116,9 +5738,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im continue; } - const ImFontGlyph* glyph = FindGlyph((ImWchar)c); - if (glyph == NULL) - continue; + const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c); + //if (glyph == NULL) + // continue; float char_width = glyph->AdvanceX * scale; if (glyph->Visible) @@ -4186,6 +5808,20 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im x += char_width; } + // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used. + if (cmd_count != draw_list->CmdBuffer.Size) //-V547 + { + IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0); + draw_list->CmdBuffer.pop_back(); + draw_list->PrimUnreserve(idx_count_max, vtx_count_max); + draw_list->AddDrawCmd(); + //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG] + //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG] + goto begin; + //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen? + //return; + } + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); @@ -4244,8 +5880,9 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - // FIXME-OPT: This should be baked in font. - draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); + // FIXME-OPT: This should be baked in font now that it's easier. + float font_size = draw_list->_Data->FontSize; + draw_list->AddCircleFilled(pos, font_size * 0.20f, col, (font_size < 22) ? 8 : (font_size < 40) ? 12 : 0); // Hardcode optimal/nice tessellation threshold } void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) @@ -4528,102 +6165,189 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i // Copyright (c) 2004, 2005 Tristan Grimmer // MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) // Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php +// If you want a similar font which may be better scaled, consider using ProggyVector from the same author! //----------------------------------------------------------------------------- -// File: 'ProggyClean.ttf' (41208 bytes) -// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). -// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. -//----------------------------------------------------------------------------- -static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = - "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" - "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" - 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"w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" - "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" - "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" - "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" - "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; -static const char* GetDefaultCompressedFontDataTTFBase85() +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = { - return proggy_clean_ttf_compressed_data_base85; + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130, + 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89, + 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60, + 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2, + 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131, + 5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132, + 15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132, + 131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201, + 136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131, + 9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184, + 1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108, + 8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19, + 76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28, + 4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1, + 33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184, + 41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158, + 51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61, + 236,62,86,62,198,63,42,63,154,64,18,64,106,64,208,65,54,65,162,66,8,66,64,66,122,66,184,66,240,67,98,67,204,68,42,68,138,68,238,69,88,69,182,69,226,70,84,70,180,71,20,71,122,71,218, + 72,84,72,198,73,64,0,36,70,21,8,8,77,3,0,7,0,11,0,15,0,19,0,23,0,27,0,31,0,35,0,39,0,43,0,47,0,51,0,55,0,59,0,63,0,67,0,71,0,75,0,79,0,83,0,87,0,91,0,95,0,99,0,103,0,107,0,111,0,115, + 0,119,0,123,0,127,0,131,0,135,0,139,0,143,0,0,17,53,51,21,49,150,3,32,5,130,23,32,33,130,3,211,7,151,115,32,128,133,0,37,252,128,128,2,128,128,190,5,133,74,32,4,133,6,206,5,42,0,7, + 1,128,0,0,2,0,4,0,0,65,139,13,37,0,1,53,51,21,7,146,3,32,3,130,19,32,1,141,133,32,3,141,14,131,13,38,255,0,128,128,0,6,1,130,84,35,2,128,4,128,140,91,132,89,32,51,65,143,6,139,7,33, + 1,0,130,57,32,254,130,3,32,128,132,4,32,4,131,14,138,89,35,0,0,24,0,130,0,33,3,128,144,171,66,55,33,148,115,65,187,19,32,5,130,151,143,155,163,39,32,1,136,182,32,253,134,178,132,7, + 132,200,145,17,32,3,65,48,17,165,17,39,0,0,21,0,128,255,128,3,65,175,17,65,3,27,132,253,131,217,139,201,155,233,155,27,131,67,131,31,130,241,33,255,0,131,181,137,232,132,15,132,4,138, + 247,34,255,0,128,179,238,32,0,130,0,32,20,65,239,48,33,0,19,67,235,10,32,51,65,203,14,65,215,11,32,7,154,27,135,39,32,33,130,35,33,128,128,130,231,32,253,132,231,32,128,132,232,34, + 128,128,254,133,13,136,8,32,253,65,186,5,130,36,130,42,176,234,133,231,34,128,0,0,66,215,44,33,0,1,68,235,6,68,211,19,32,49,68,239,14,139,207,139,47,66,13,7,32,51,130,47,33,1,0,130, + 207,35,128,128,1,0,131,222,131,5,130,212,130,6,131,212,32,0,130,10,133,220,130,233,130,226,32,254,133,255,178,233,39,3,1,128,3,0,2,0,4,68,15,7,68,99,12,130,89,130,104,33,128,4,133, + 93,130,10,38,0,0,11,1,0,255,0,68,63,16,70,39,9,66,215,8,32,7,68,77,6,68,175,14,32,29,68,195,6,132,7,35,2,0,128,255,131,91,132,4,65,178,5,141,111,67,129,23,165,135,140,107,142,135,33, + 21,5,69,71,6,131,7,33,1,0,140,104,132,142,130,4,137,247,140,30,68,255,12,39,11,0,128,0,128,3,0,3,69,171,15,67,251,7,65,15,8,66,249,11,65,229,7,67,211,7,66,13,7,35,1,128,128,254,133, + 93,32,254,131,145,132,4,132,18,32,2,151,128,130,23,34,0,0,9,154,131,65,207,8,68,107,15,68,51,7,32,7,70,59,7,135,121,130,82,32,128,151,111,41,0,0,4,0,128,255,0,1,128,1,137,239,33,0, + 37,70,145,10,65,77,10,65,212,14,37,0,0,0,5,0,128,66,109,5,70,123,10,33,0,19,72,33,18,133,237,70,209,11,33,0,2,130,113,137,119,136,115,33,1,0,133,43,130,5,34,0,0,10,69,135,6,70,219, + 13,66,155,7,65,9,12,66,157,11,66,9,11,32,7,130,141,132,252,66,151,9,137,9,66,15,30,36,0,20,0,128,0,130,218,71,11,42,68,51,8,65,141,7,73,19,15,69,47,23,143,39,66,81,7,32,1,66,55,6,34, + 1,128,128,68,25,5,69,32,6,137,6,136,25,32,254,131,42,32,3,66,88,26,148,26,32,0,130,0,32,14,164,231,70,225,12,66,233,7,67,133,19,71,203,15,130,161,32,255,130,155,32,254,139,127,134, + 12,164,174,33,0,15,164,159,33,59,0,65,125,20,66,25,7,32,5,68,191,6,66,29,7,144,165,65,105,9,35,128,128,255,0,137,2,133,182,164,169,33,128,128,197,171,130,155,68,235,7,32,21,70,77,19, + 66,21,10,68,97,8,66,30,5,66,4,43,34,0,17,0,71,19,41,65,253,20,71,25,23,65,91,15,65,115,7,34,2,128,128,66,9,8,130,169,33,1,0,66,212,13,132,28,72,201,43,35,0,0,0,18,66,27,38,76,231,5, + 68,157,20,135,157,32,7,68,185,13,65,129,28,66,20,5,32,253,66,210,11,65,128,49,133,61,32,0,65,135,6,74,111,37,72,149,12,66,203,19,65,147,19,68,93,7,68,85,8,76,4,5,33,255,0,133,129,34, + 254,0,128,68,69,8,181,197,34,0,0,12,65,135,32,65,123,20,69,183,27,133,156,66,50,5,72,87,10,67,137,32,33,0,19,160,139,78,251,13,68,55,20,67,119,19,65,91,36,69,177,15,32,254,143,16,65, + 98,53,32,128,130,0,32,0,66,43,54,70,141,23,66,23,15,131,39,69,47,11,131,15,70,129,19,74,161,9,36,128,255,0,128,254,130,153,65,148,32,67,41,9,34,0,0,4,79,15,5,73,99,10,71,203,8,32,3, + 72,123,6,72,43,8,32,2,133,56,131,99,130,9,34,0,0,6,72,175,5,73,159,14,144,63,135,197,132,189,133,66,33,255,0,73,6,7,70,137,12,35,0,0,0,10,130,3,73,243,25,67,113,12,65,73,7,69,161,7, + 138,7,37,21,2,0,128,128,254,134,3,73,116,27,33,128,128,130,111,39,12,0,128,1,0,3,128,2,72,219,21,35,43,0,47,0,67,47,20,130,111,33,21,1,68,167,13,81,147,8,133,230,32,128,77,73,6,32, + 128,131,142,134,18,130,6,32,255,75,18,12,131,243,37,128,0,128,3,128,3,74,231,21,135,123,32,29,134,107,135,7,32,21,74,117,7,135,7,134,96,135,246,74,103,23,132,242,33,0,10,67,151,28, + 67,133,20,66,141,11,131,11,32,3,77,71,6,32,128,130,113,32,1,81,4,6,134,218,66,130,24,131,31,34,0,26,0,130,0,77,255,44,83,15,11,148,155,68,13,7,32,49,78,231,18,79,7,11,73,243,11,32, + 33,65,187,10,130,63,65,87,8,73,239,19,35,0,128,1,0,131,226,32,252,65,100,6,32,128,139,8,33,1,0,130,21,32,253,72,155,44,73,255,20,32,128,71,67,8,81,243,39,67,15,20,74,191,23,68,121, + 27,32,1,66,150,6,32,254,79,19,11,131,214,32,128,130,215,37,2,0,128,253,0,128,136,5,65,220,24,147,212,130,210,33,0,24,72,219,42,84,255,13,67,119,16,69,245,19,72,225,19,65,3,15,69,93, + 19,131,55,132,178,71,115,14,81,228,6,142,245,33,253,0,132,43,172,252,65,16,11,75,219,8,65,219,31,66,223,24,75,223,10,33,29,1,80,243,10,66,175,8,131,110,134,203,133,172,130,16,70,30, + 7,164,183,130,163,32,20,65,171,48,65,163,36,65,143,23,65,151,19,65,147,13,65,134,17,133,17,130,216,67,114,5,164,217,65,137,12,72,147,48,79,71,19,74,169,22,80,251,8,65,173,7,66,157, + 15,74,173,15,32,254,65,170,8,71,186,45,72,131,6,77,143,40,187,195,152,179,65,123,38,68,215,57,68,179,15,65,85,7,69,187,14,32,21,66,95,15,67,19,25,32,1,83,223,6,32,2,76,240,7,77,166, + 43,65,8,5,130,206,32,0,67,39,54,143,167,66,255,19,82,193,11,151,47,85,171,5,67,27,17,132,160,69,172,11,69,184,56,66,95,6,33,12,1,130,237,32,2,68,179,27,68,175,16,80,135,15,72,55,7, + 71,87,12,73,3,12,132,12,66,75,32,76,215,5,169,139,147,135,148,139,81,12,12,81,185,36,75,251,7,65,23,27,76,215,9,87,165,12,65,209,15,72,157,7,65,245,31,32,128,71,128,6,32,1,82,125,5, + 34,0,128,254,131,169,32,254,131,187,71,180,9,132,27,32,2,88,129,44,32,0,78,47,40,65,79,23,79,171,14,32,21,71,87,8,72,15,14,65,224,33,130,139,74,27,62,93,23,7,68,31,7,75,27,7,139,15, + 74,3,7,74,23,27,65,165,11,65,177,15,67,123,5,32,1,130,221,32,252,71,96,5,74,12,12,133,244,130,25,34,1,0,128,130,2,139,8,93,26,8,65,9,32,65,57,14,140,14,32,0,73,79,67,68,119,11,135, + 11,32,51,90,75,14,139,247,65,43,7,131,19,139,11,69,159,11,65,247,6,36,1,128,128,253,0,90,71,9,33,1,0,132,14,32,128,89,93,14,69,133,6,130,44,131,30,131,6,65,20,56,33,0,16,72,179,40, + 75,47,12,65,215,19,74,95,19,65,43,11,131,168,67,110,5,75,23,17,69,106,6,75,65,5,71,204,43,32,0,80,75,47,71,203,15,159,181,68,91,11,67,197,7,73,101,13,68,85,6,33,128,128,130,214,130, + 25,32,254,74,236,48,130,194,37,0,18,0,128,255,128,77,215,40,65,139,64,32,51,80,159,10,65,147,39,130,219,84,212,43,130,46,75,19,97,74,33,11,65,201,23,65,173,31,33,1,0,79,133,6,66,150, + 5,67,75,48,85,187,6,70,207,37,32,71,87,221,13,73,163,14,80,167,15,132,15,83,193,19,82,209,8,78,99,9,72,190,11,77,110,49,89,63,5,80,91,35,99,63,32,70,235,23,81,99,10,69,148,10,65,110, + 36,32,0,65,99,47,95,219,11,68,171,51,66,87,7,72,57,7,74,45,17,143,17,65,114,50,33,14,0,65,111,40,159,195,98,135,15,35,7,53,51,21,100,78,9,95,146,16,32,254,82,114,6,32,128,67,208,37, + 130,166,99,79,58,32,17,96,99,14,72,31,19,72,87,31,82,155,7,67,47,14,32,21,131,75,134,231,72,51,17,72,78,8,133,8,80,133,6,33,253,128,88,37,9,66,124,36,72,65,12,134,12,71,55,43,66,139, + 27,85,135,10,91,33,12,65,35,11,66,131,11,71,32,8,90,127,6,130,244,71,76,11,168,207,33,0,12,66,123,32,32,0,65,183,15,68,135,11,66,111,7,67,235,11,66,111,15,32,254,97,66,12,160,154,67, + 227,52,80,33,15,87,249,15,93,45,31,75,111,12,93,45,11,77,99,9,160,184,81,31,12,32,15,98,135,30,104,175,7,77,249,36,69,73,15,78,5,12,32,254,66,151,19,34,128,128,4,87,32,12,149,35,133, + 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82,14,24,93,16,23,32,253,65,195,5,68,227,40,133,214,107,31,7,32,5,67,115,27,87,9,8,107,31,43,66,125,6,32,0,103,177,23,131,127,72,203,36,32,0,110,103,8,155,163,73,135,6,32,19,24,112, + 99,10,65,71,11,73,143,19,143,31,126,195,5,24,85,21,9,24,76,47,14,32,254,24,93,77,36,68,207,11,39,25,0,0,255,128,3,128,4,66,51,37,95,247,13,82,255,24,76,39,19,147,221,66,85,27,24,118, + 7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0, + 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131, + 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128, + 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19, + 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66, + 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12, + 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131, + 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117, + 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227, + 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187, + 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187, + 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128, + 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46, + 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199, + 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67, + 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15, + 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34, + 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3, + 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32, + 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121, + 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111, + 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14, + 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataTTF(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT #endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/imgui_internal.h b/third_party/imgui/imgui_internal.h index cb7b7319eb..f577c170b4 100644 --- a/third_party/imgui/imgui_internal.h +++ b/third_party/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (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. @@ -14,6 +14,7 @@ Index of this file: // [SECTION] Macros // [SECTION] Generic helpers // [SECTION] ImDrawList support +// [SECTION] Style support // [SECTION] Data types support // [SECTION] Widgets support: flags, enums, data structures // [SECTION] Popup support @@ -22,11 +23,13 @@ Index of this file: // [SECTION] Navigation support // [SECTION] Typing-select support // [SECTION] Columns support +// [SECTION] Box-select support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support // [SECTION] Localization support +// [SECTION] Error handling, State recovery support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) @@ -34,6 +37,7 @@ Index of this file: // [SECTION] Tab bar, Tab item support // [SECTION] Table support // [SECTION] ImGui internal API +// [SECTION] ImFontLoader // [SECTION] ImFontAtlas internal API // [SECTION] Test Engine specific hooks (imgui_test_engine) @@ -59,14 +63,22 @@ Index of this file: #if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) -#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif @@ -80,19 +92,20 @@ Index of this file: #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wold-style-cast" -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif // In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h @@ -119,23 +132,36 @@ Index of this file: // [SECTION] Forward declarations //----------------------------------------------------------------------------- +// Utilities +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>) struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) +struct ImGuiTextIndex; // Maintain a line index for a text buffer. + +// ImDrawList/ImFontAtlas struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions +struct ImFontAtlasRectEntry; // Packed rectangle lookup entry + +// ImGui +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine -struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result -struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate. +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -143,8 +169,8 @@ struct ImGuiOldColumnData; // Storage data for a single column for lega struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file -struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table @@ -154,6 +180,7 @@ struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window @@ -166,13 +193,14 @@ enum ImGuiLocKey : int; // -> enum ImGuiLocKey // E typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical // Flags +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Flags: for ImTextCalcWordWrapPositionEx() typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags -typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow(); -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions @@ -181,9 +209,12 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowBgClickFlags; // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void. typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() -typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); +// Table column indexing +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; //----------------------------------------------------------------------------- // [SECTION] Context pointer @@ -194,24 +225,6 @@ typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif -//------------------------------------------------------------------------- -// [SECTION] STB libraries includes -//------------------------------------------------------------------------- - -namespace ImStb -{ - -#undef IMSTB_TEXTEDIT_STRING -#undef IMSTB_TEXTEDIT_CHARTYPE -#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState -#define IMSTB_TEXTEDIT_CHARTYPE ImWchar -#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 -#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 -#include "imstb_textedit.h" - -} // namespace ImStb - //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- @@ -227,11 +240,7 @@ namespace ImStb #endif // Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. -#ifndef IMGUI_DISABLE_DEBUG_TOOLS -#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) -#else -#define IMGUI_DEBUG_LOG(...) ((void)0) -#endif +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) #define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) @@ -239,6 +248,7 @@ namespace ImStb #define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts @@ -253,12 +263,6 @@ namespace ImStb #define IM_ASSERT_PARANOID(_EXPR) #endif -// Error handling -// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. -#ifndef IM_ASSERT_USER_ERROR -#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error -#endif - // Misc Macros #define IM_PI 3.14159265358979323846f #ifdef _WIN32 @@ -274,10 +278,17 @@ namespace ImStb #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // -#define IM_STRINGIFY_HELPER(_X) #_X -#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IM_FLOOR IM_TRUNC +#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023) +#endif + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY #endif // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall @@ -324,6 +335,7 @@ namespace ImStb #define IM_PRIu64 "llu" #define IM_PRIX64 "llX" #endif +#define IM_TEXTUREID_TO_U64(_TEXID) ((ImU64)(intptr_t)(_TEXID)) //----------------------------------------------------------------------------- // [SECTION] Generic helpers @@ -345,6 +357,7 @@ namespace ImStb // - Helper: ImBitArray // - Helper: ImBitVector // - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImStableVector<> // - Helper: ImPool<> // - Helper: ImChunkStream<> // - Helper: ImGuiTextIndex @@ -354,25 +367,30 @@ namespace ImStb // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); +IMGUI_API const char* ImHashSkipUncontributingPrefix(const char* label); // Helpers: Sorting #ifndef ImQsort -static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } #endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } // Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory. IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line @@ -380,11 +398,12 @@ IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) -IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line IM_MSVC_RUNTIME_CHECKS_OFF -static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Formatting @@ -400,25 +419,38 @@ IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, cha IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); // Helpers: UTF-8 <> wchar conversions -IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextCharToUtf8(char out_buf[5], unsigned int c); // return output UTF-8 bytes count IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 -IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p); // return previous UTF-8 code-point if 'in_p' is not the end of a valid one. IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. +// Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES) +enum ImDrawTextFlags_ +{ + ImDrawTextFlags_None = 0, + ImDrawTextFlags_CpuFineClip = 1 << 0, // Must be == 1/true for legacy with 'bool cpu_fine_clip' arg to RenderText() + ImDrawTextFlags_WrapKeepBlanks = 1 << 1, + ImDrawTextFlags_StopOnNewLine = 1 << 2, +}; +IMGUI_API ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags); +IMGUI_API const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags = 0); +IMGUI_API const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags = 0); // trim trailing space and find beginning of next line + // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; -static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } -static inline bool ImFileClose(ImFileHandle) { return false; } -static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } -static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } -static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +inline bool ImFileClose(ImFileHandle) { return false; } +inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } #endif #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; @@ -445,53 +477,56 @@ IM_MSVC_RUNTIME_CHECKS_OFF #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) #define ImCeil(X) ceilf(X) -static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision -static inline double ImLog(double x) { return log(x); } -static inline int ImAbs(int x) { return x < 0 ? -x : x; } -static inline float ImAbs(float x) { return fabsf(x); } -static inline double ImAbs(double x) { return fabs(x); } -static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +inline double ImPow(double x, double y) { return pow(x, y); } +inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +inline double ImLog(double x) { return log(x); } +inline int ImAbs(int x) { return x < 0 ? -x : x; } +inline float ImAbs(float x) { return fabsf(x); } +inline double ImAbs(double x) { return fabs(x); } +inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE -static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else -static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } #endif -static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) -template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } -template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } -template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } -template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } -template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } -template static inline 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 static inline 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; } +template T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template 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 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; } // - Misc maths helpers -static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } -static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } -static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } -static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } -static inline float ImTrunc(float f) { return (float)(int)(f); } -static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } -static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } -static inline int ImModPositive(int a, int b) { return (a + b) % b; } -static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } -static 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); } -static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } -static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } -static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx){ return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +inline float ImTrunc(float f) { return (float)(int)(f); } +inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +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); } +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); } +inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / n; avg += sample / n; return avg; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry @@ -516,6 +551,14 @@ struct ImVec1 constexpr ImVec1(float _x) : x(_x) { } }; +// Helper: ImVec2i (2D vector, integer) +struct ImVec2i +{ + int x, y; + constexpr ImVec2i() : x(0), y(0) {} + constexpr ImVec2i(int _x, int _y) : x(_x), y(_y) {} +}; + // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { @@ -562,6 +605,7 @@ struct IMGUI_API ImRect void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } + const ImVec4& AsVec4() const { return *(const ImVec4*)&Min.x; } }; // Helper: ImBitArray @@ -667,6 +711,39 @@ struct ImSpanAllocator inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; +// Helper: ImStableVector<> +// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Important: does not destruct anything! +// Implemented only the minimum set of functions we need for it. +template +struct ImStableVector +{ + int Size = 0; + int Capacity = 0; + ImVector Blocks; + + // Functions + inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); } + + inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); } + inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } + inline void reserve(int new_cap) + { + new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE); + int old_count = Capacity / BLOCK_SIZE; + int new_count = new_cap / BLOCK_SIZE; + if (new_count <= old_count) + return; + Blocks.resize(new_count); + for (int n = old_count; n < new_count; n++) + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE); + Capacity = new_cap; + } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } +}; + // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. @@ -727,18 +804,19 @@ struct ImChunkStream // Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. struct ImGuiTextIndex { - ImVector LineOffsets; + ImVector Offsets; int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) - void clear() { LineOffsets.clear(); EndOffset = 0; } - int size() { return LineOffsets.Size; } - const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } - const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void clear() { Offsets.clear(); EndOffset = 0; } + int size() { return Offsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + (Offsets.Size != 0 ? Offsets[n] : 0); } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < Offsets.Size ? (Offsets[n + 1] - 1) : EndOffset); } void append(const char* base, int old_size, int new_size); }; // Helper: ImGuiStorage IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); + //----------------------------------------------------------------------------- // [SECTION] ImDrawList support //----------------------------------------------------------------------------- @@ -769,27 +847,33 @@ IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStorag #define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances -// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - ImFont* Font; // Current/default font (optional, for simplified AddText overload) - float FontSize; // Current/default font size (optional, for simplified AddText overload) + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines) + ImFontAtlas* FontAtlas; // Current font atlas + ImFont* Font; // Current font (used for simplified AddText overload) + float FontSize; // Current font size (used for for simplified AddText overload) + float FontScale; // Current font scale (== FontSize / Font->FontSize) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + float InitialFringeScale; // Initial scale to apply to AA fringe ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImVector TempBuffer; // Temporary write buffer + ImVector DrawLists; // All draw lists associated to this ImDrawListSharedData + ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. - // [Internal] Temp write buffer - ImVector TempBuffer; - - // [Internal] Lookup tables + // Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) - const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); + ~ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); }; @@ -801,18 +885,46 @@ struct ImDrawDataBuilder ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } }; +struct ImFontStackData +{ + ImFont* Font; + float FontSizeBeforeScaling; // ~~ style.FontSizeBase + float FontSizeAfterScaling; // ~~ g.FontSize +}; + +//----------------------------------------------------------------------------- +// [SECTION] Style support +//----------------------------------------------------------------------------- + +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + //----------------------------------------------------------------------------- // [SECTION] Data types support //----------------------------------------------------------------------------- -struct ImGuiDataVarInfo -{ - ImGuiDataType Type; - ImU32 Count; // 1+ - ImU32 Offset; // Offset in parent structure - void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } -}; - struct ImGuiDataTypeStorage { ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT @@ -830,8 +942,7 @@ struct ImGuiDataTypeInfo // Extend ImGuiDataType_ enum ImGuiDataTypePrivate_ { - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, + ImGuiDataType_Pointer = ImGuiDataType_COUNT, ImGuiDataType_ID, }; @@ -839,29 +950,30 @@ enum ImGuiDataTypePrivate_ // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Flags used by upcoming items -// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. -// - output: stored in g.LastItemData.InFlags -// Current window shared by all windows. -// This is going to be exposed in imgui.h when stabilized enough. -enum ImGuiItemFlags_ +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ { // Controlled by user - ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls) - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() - ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals. DO NOT mix direct use of this with BeginDisabled(). See BeginDisabled()/EndDisabled() for full disable feature, and github #211). + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior(). // Controlled by widget code - ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. - ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior }; // Status flags for an already submitted item @@ -880,6 +992,7 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). 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. // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -904,9 +1017,8 @@ enum ImGuiInputTextFlagsPrivate_ { // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. - ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 29, // For internal use by InputScalar() and TempInputScalar() + 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() }; // Extend ImGuiButtonFlags_ @@ -918,20 +1030,22 @@ enum ImGuiButtonFlagsPrivate_ 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 + //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 // [UNUSED] + //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 - ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking. ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, + //ImGuiButtonFlags_NoKeyModifiers = ImGuiButtonFlags_NoKeyModsAllowed, // Renamed in 1.91.4 }; // Extend ImGuiComboFlags_ @@ -952,7 +1066,6 @@ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) @@ -964,8 +1077,11 @@ enum ImGuiSelectableFlagsPrivate_ // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, - ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517) + ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551) + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, + ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes, }; enum ImGuiSeparatorFlags_ @@ -1006,13 +1122,16 @@ enum ImGuiLayoutType_ ImGuiLayoutType_Vertical = 1 }; -enum ImGuiLogType +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ { - ImGuiLogType_None = 0, - ImGuiLogType_TTY, - ImGuiLogType_File, - ImGuiLogType_Buffer, - ImGuiLogType_Clipboard, + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 @@ -1029,23 +1148,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -// Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColorMod -{ - ImGuiCol Col; - ImVec4 BackupValue; -}; - -// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. -struct ImGuiStyleMod -{ - ImGuiStyleVar VarIdx; - union { int BackupInt[2]; float BackupFloat[2]; }; - ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } -}; - // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { @@ -1071,7 +1173,8 @@ struct IMGUI_API ImGuiGroupData ImVec2 BackupCurrLineSize; float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; - bool BackupActiveIdPreviousFrameIsAlive; + bool BackupActiveIdHasBeenEditedThisFrame; + bool BackupDeactivatedIdIsAlive; bool BackupHoveredIdIsAlive; bool BackupIsSameLine; bool EmitItem; @@ -1104,55 +1207,71 @@ struct IMGUI_API ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } void ClearFreeMemory() { ID = 0; TextA.clear(); } }; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. - ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) - bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) - int BufCapacityA; // end-user buffer capacity - float ScrollX; // horizontal scrolling/offset - ImStb::STB_TexteditState Stb; // state for stb_textedit.h + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). Field only set and valid _inside_ the call InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + int LineCount; // last line count (solely for debugging) + float WrapWidth; // word-wrapping width float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately 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 Edited; // edited this frame - ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. - bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. - int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet. + 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; int ReloadSelectionEnd; - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return IMSTB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } 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; // Cursor & Selection - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - int GetCursorPos() const { return Stb.cursor; } - int GetSelectionStart() const { return Stb.select_start; } - int GetSelectionEnd() const { return Stb.select_end; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); // Reload user buf (WIP #2890) // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) // strcpy(my_buf, "hello"); // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item // state->ReloadUserBufAndSelectAll(); - void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } - void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; } - void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } - + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); }; enum ImGuiWindowRefreshFlags_ @@ -1164,6 +1283,12 @@ enum ImGuiWindowRefreshFlags_ // Refresh policy/frequency, Load Balancing etc. }; +enum ImGuiWindowBgClickFlags_ +{ + ImGuiWindowBgClickFlags_None = 0, + ImGuiWindowBgClickFlags_Move = 1 << 0, // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly. +}; + enum ImGuiNextWindowDataFlags_ { ImGuiNextWindowDataFlags_None = 0, @@ -1175,14 +1300,17 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, - ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiNextWindowDataFlags Flags; + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; @@ -1191,6 +1319,7 @@ struct ImGuiNextWindowData ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() ImGuiChildFlags ChildFlags; bool CollapsedVal; ImRect SizeConstraintRect; @@ -1201,13 +1330,9 @@ struct ImGuiNextWindowData ImGuiWindowRefreshFlags RefreshFlagsVal; ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } }; -// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect() -// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.) -typedef ImS64 ImGuiSelectionUserData; - enum ImGuiNextItemDataFlags_ { ImGuiNextItemDataFlags_None = 0, @@ -1215,13 +1340,16 @@ enum ImGuiNextItemDataFlags_ ImGuiNextItemDataFlags_HasOpen = 1 << 1, ImGuiNextItemDataFlags_HasShortcut = 1 << 2, ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, }; struct ImGuiNextItemData { - ImGuiNextItemDataFlags Flags; - ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. - // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. + + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) float Width; // Set by SetNextItemWidth() ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() @@ -1229,20 +1357,21 @@ struct ImGuiNextItemData bool OpenVal; // Set by SetNextItemOpen() ImU8 OpenCond; // Set by SetNextItemOpen() ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { ImGuiID ID; - ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) - // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set. + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. @@ -1250,19 +1379,27 @@ struct ImGuiLastItemData ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; -// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere. -// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop() -// Only stored when the node is a potential candidate for landing on a Left arrow jump. -struct ImGuiNavTreeNodeData +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData { ImGuiID ID; - ImGuiItemFlags InFlags; - ImRect NavRect; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing + float DrawLinesX1; + float DrawLinesToNodesY2; + ImGuiTableColumnIdx DrawLinesTableColumn; }; -struct IMGUI_API ImGuiStackSizes +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState { + short SizeOfWindowStack; short SizeOfIDStack; + short SizeOfTreeStack; short SizeOfColorStack; short SizeOfStyleVarStack; short SizeOfFontStack; @@ -1272,18 +1409,17 @@ struct IMGUI_API ImGuiStackSizes short SizeOfBeginPopupStack; short SizeOfDisabledStack; - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToContextState(ImGuiContext* ctx); - void CompareWithContextState(ImGuiContext* ctx); + ImGuiErrorRecoveryState() { memset(this, 0, sizeof(*this)); } }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { - ImGuiWindow* Window; - ImGuiLastItemData ParentLastItemDataBackup; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting - bool DisabledOverrideReenable; // Non-child window override disabled flag + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; }; struct ImGuiShrinkWidthItem @@ -1302,6 +1438,15 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + //----------------------------------------------------------------------------- // [SECTION] Popup support //----------------------------------------------------------------------------- @@ -1352,8 +1497,8 @@ typedef ImBitArray ImBitAr #define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift #define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 #define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 -#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown -#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#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 @@ -1369,7 +1514,7 @@ enum ImGuiInputEventType ImGuiInputEventType_COUNT }; -enum ImGuiInputSource +enum ImGuiInputSource : int { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. @@ -1418,12 +1563,12 @@ struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. - ImU8 RoutingCurrScore; // [DEBUG] For debug display - ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImU16 RoutingCurrScore; // [DEBUG] For debug display + ImU16 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1532,8 +1677,9 @@ enum ImGuiActivateFlags_ ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) - ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request (ImGuiNavMoveFlags_IsTabbing) ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. + ImGuiActivateFlags_FromFocusApi = 1 << 5, // Activation requested by an api request (ImGuiNavMoveFlags_FocusApi) }; // Early work-in-progress API for ScrollToItem() @@ -1551,12 +1697,19 @@ enum ImGuiScrollFlags_ ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, }; -enum ImGuiNavHighlightFlags_ +enum ImGuiNavRenderCursorFlags_ { - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3, + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 + //ImGuiNavHighlightFlags_TypeThin = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.90.2 +#endif }; enum ImGuiNavMoveFlags_ @@ -1569,7 +1722,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) - ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) @@ -1577,7 +1730,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo - ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result }; @@ -1595,17 +1748,17 @@ struct ImGuiNavItemData ImGuiID ID; // Init,Move // Best candidate item ID ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags float DistBox; // Move // Best candidate box distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId - ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (InFlags & ImGuiItemFlags_HasSelectionUserData) + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } }; -// Storage for PushFocusScope() +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] struct ImGuiFocusScopeData { ImGuiID ID; @@ -1705,6 +1858,34 @@ struct ImGuiOldColumns ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // 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 BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] Multi-select support //----------------------------------------------------------------------------- @@ -1712,9 +1893,45 @@ struct ImGuiOldColumns // We always assume that -1 is an invalid value (which works for indices and pointers) #define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) -#ifdef IMGUI_HAS_MULTI_SELECT -// -#endif // #ifdef IMGUI_HAS_MULTI_SELECT +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + 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. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; //----------------------------------------------------------------------------- // [SECTION] Docking support @@ -1736,23 +1953,28 @@ struct ImGuiViewportP : public ImGuiViewport ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). - ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. - ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " 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) - ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } - ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } - void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } - ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- @@ -1806,6 +2028,8 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingMainMenuBar, ImGuiLocKey_WindowingPopup, ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, ImGuiLocKey_COUNT }; @@ -1815,25 +2039,45 @@ struct ImGuiLocEntry const char* Text; }; +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR) && ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback //----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. enum ImGuiDebugLogFlags_ { // Event types ImGuiDebugLogFlags_None = 0, - ImGuiDebugLogFlags_EventActiveId = 1 << 0, - ImGuiDebugLogFlags_EventFocus = 1 << 1, - ImGuiDebugLogFlags_EventPopup = 1 << 2, - ImGuiDebugLogFlags_EventNav = 1 << 3, - ImGuiDebugLogFlags_EventClipper = 1 << 4, - ImGuiDebugLogFlags_EventSelection = 1 << 5, - ImGuiDebugLogFlags_EventIO = 1 << 6, - ImGuiDebugLogFlags_EventInputRouting = 1 << 7, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch + ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch - ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine }; @@ -1865,35 +2109,47 @@ struct ImGuiMetricsConfig bool ShowDrawCmdMesh = true; bool ShowDrawCmdBoundingBoxes = true; bool ShowTextEncodingViewer = false; - bool ShowAtlasTintedWithTextColor = false; + bool ShowTextureUsedRect = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; int HighlightMonitorIdx = -1; ImGuiID HighlightViewportID = 0; + bool ShowFontPreview = true; }; struct ImGuiStackLevelInfo { ImGuiID ID; - ImS8 QueryFrameCount; // >= 1: Query in progress - bool QuerySuccess; // Obtained result from DebugHookIdInfo() - ImGuiDataType DataType : 8; - char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + ImS8 QueryFrameCount; // >= 1: Sub-query in progress + bool QuerySuccess; // Sub-query obtained result from DebugHookIdInfo() + ImS8 DataType; // ImGuiDataType + int DescOffset; // -1 or offset into parent's ResultsPathsBuf - ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; } +}; + +struct ImGuiDebugItemPathQuery +{ + ImGuiID MainID; // ID to query details for. + bool Active; // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0). + bool Complete; // All sub-queries are finished (some may have failed). + ImS8 Step; // -1: query stack + init Results, >= 0: filling individual stack level. + ImVector Results; + ImGuiTextBuffer ResultsDescBuf; + ImGuiTextBuffer ResultPathBuf; + + ImGuiDebugItemPathQuery() { memset(this, 0, sizeof(*this)); } }; // State for ID Stack tool queries struct ImGuiIDStackTool { + bool OptHexEncodeNonAsciiChars; + bool OptCopyToClipboardOnCtrlC; int LastActiveFrame; - int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level - ImGuiID QueryId; // ID to query details for - ImVector Results; - bool CopyToClipboardOnCtrlC; float CopyToClipboardLastTime; - ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1921,25 +2177,28 @@ struct ImGuiContextHook struct ImGuiContext { bool Initialized; - bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. - ImGuiIO IO; - ImGuiStyle Style; - ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() - float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. - float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. - float CurrentDpiScale; // Current window/viewport DpiScale - ImDrawListSharedData DrawListSharedData; - double Time; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() int FrameCount; int FrameCountEnded; int FrameCountRendered; - bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() - bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed - bool WithinEndChild; // Set within EndChild() - bool GcCompactAll; // Request full GC - bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - void* TestEngine; // Test engine user data + double Time; char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) + ImFont* Font; // Currently bound font. (== FontStack.back().Font) + ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) + float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). + float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified. + float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f. + float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked(). + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale + ImDrawListSharedData DrawListSharedData; + ImGuiID WithinEndChildID; // Set within EndChild() + void* TestEngine; // Test engine user data // Inputs ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. @@ -1954,7 +2213,7 @@ struct ImGuiContext ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame - ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. ImGuiID DebugBreakInWindow; // Set to break in Begin() call. ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. @@ -1970,9 +2229,11 @@ struct ImGuiContext ImVec2 WheelingAxisAvg; // Item/widgets state and tracking information - ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID DebugDrawIdConflictsId; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfoId; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active bool HoveredIdAllowOverlap; @@ -1988,14 +2249,14 @@ struct ImGuiContext bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; bool ActiveIdFromShortcut; - int ActiveIdMouseButton : 8; + ImS8 ActiveIdMouseButton; + ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) - ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiWindow* ActiveIdWindow; ImGuiID ActiveIdPreviousFrame; - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEditedBefore; - ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. @@ -2010,11 +2271,9 @@ struct ImGuiContext ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImGuiKeyRoutingTable KeysRoutingTable; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' -#endif + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' // Next window/item data ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. @@ -2024,42 +2283,47 @@ struct ImGuiContext ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool DebugShowGroupRects; + bool GcCompactAll; // Request full GC // Shared stacks ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVector OpenPopupStack; // Which popups are open (persistent) ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. + ImVectorTreeNodeStack; // Stack for TreeNode() // Viewports ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. - // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid ImGuiID NavId; // Focused item for navigation + 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) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + 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) ImGuiActivateFlags NavActivateFlags; ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. ImGuiID NavHighlightActivatedId; float NavHighlightActivatedTimer; - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + 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_Mouse + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid - bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) - bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) - bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + ImS8 NavCursorHideFrames; + //ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606. // Navigation: Init & Move Requests bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() @@ -2091,23 +2355,25 @@ struct ImGuiContext ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiKeyChord NavJustMovedToKeyMods; bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. - bool NavJustMovedToHasSelectionData; // Copy of move result's InFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. - // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + // Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize) + bool ConfigNavWindowingWithGamepad; // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) - ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTarget; // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. - ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the Ctrl+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; - ImGuiKey NavWindowingToggleKey; + ImGuiInputSource NavWindowingInputSource; + bool NavWindowingToggleLayer; // Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key. + ImGuiKey NavWindowingToggleKey; // Keyboard/gamepad key used when toggling to menu layer. ImVec2 NavWindowingAccumDeltaPos; ImVec2 NavWindowingAccumDeltaSize; // Render - float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list) // Drag and Drop bool DragDropActive; @@ -2120,7 +2386,9 @@ struct ImGuiContext ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing ImGuiID DragDropTargetId; - ImGuiDragDropFlags DragDropAcceptFlags; + ImGuiID DragDropTargetFullViewport; + ImGuiDragDropFlags DragDropAcceptFlagsCurr; + ImGuiDragDropFlags DragDropAcceptFlagsPrev; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) @@ -2148,6 +2416,13 @@ struct ImGuiContext ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + // Hover Delay system ImGuiID HoverItemDelayId; ImGuiID HoverItemDelayIdPreviousFrame; @@ -2163,9 +2438,11 @@ struct ImGuiContext // Widget state ImGuiInputTextState InputTextState; + ImGuiTextIndex InputTextLineIndex; // Temporary storage ImGuiInputTextDeactivatedState InputTextDeactivatedState; - ImFont InputTextPasswordFont; - ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImFontBaked InputTextPasswordFontBackupBaked; + ImFontFlags InputTextPasswordFontBackupFlags; + ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc. ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types int BeginMenuDepth; int BeginComboDepth; @@ -2179,8 +2456,8 @@ struct ImGuiContext ImGuiComboPreviewData ComboPreviewData; ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving bool WindowResizeRelativeMode; - short ScrollbarSeekMode; // 0: relative, -1/+1: prev/next page. - float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? @@ -2189,15 +2466,19 @@ struct ImGuiContext float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; - short LockMarkEdited; short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() // Platform support - ImGuiPlatformImeData PlatformImeData; // Data updated by current frame - ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. // Settings bool SettingsLoaded; @@ -2214,22 +2495,34 @@ struct ImGuiContext // Capture/Logging bool LogEnabled; // Currently capturing - ImGuiLogType LogType; // Capture target + bool LogLineFirstItem; + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - const char* LogNextPrefix; + const char* LogNextPrefix; // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully! const char* LogNextSuffix; float LogLinePosY; - bool LogLineFirstItem; int LogDepthRef; int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + // Debug Tools // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding Ctrl) ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; ImGuiTextIndex DebugLogIndex; + int DebugLogSkippedErrors; ImGuiDebugLogFlags DebugLogAutoDisableFlags; ImU8 DebugLogAutoDisableFrames; ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. @@ -2242,8 +2535,13 @@ struct ImGuiContext float DebugFlashStyleColorTime; ImVec4 DebugFlashStyleColorBackup; ImGuiMetricsConfig DebugMetricsConfig; + ImGuiDebugItemPathQuery DebugItemPathQuery; ImGuiIDStackTool DebugIDStackTool; ImGuiDebugAllocInfo DebugAllocInfo; +#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) + ImGuiStorage DebugDrawIdConflictsAliveCount; + ImGuiStorage DebugDrawIdConflictsHighlightSet; +#endif // Misc float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. @@ -2252,213 +2550,12 @@ struct ImGuiContext float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. int WantCaptureKeyboardNextFrame; // " - int WantTextInputNextFrame; + int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs. ImVector TempBuffer; // Temporary text buffer char TempKeychordName[64]; - ImGuiContext(ImFontAtlas* shared_font_atlas) - { - IO.Ctx = this; - InputTextState.Ctx = this; - - Initialized = false; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; - Font = NULL; - FontSize = FontBaseSize = CurrentDpiScale = 0.0f; - IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; - FrameCount = 0; - FrameCountEnded = FrameCountRendered = -1; - WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; - GcCompactAll = false; - TestEngineHookItems = false; - TestEngine = NULL; - memset(ContextName, 0, sizeof(ContextName)); - - InputEventsNextMouseSource = ImGuiMouseSource_Mouse; - InputEventsNextEventId = 1; - - WindowsActiveCount = 0; - CurrentWindow = NULL; - HoveredWindow = NULL; - HoveredWindowUnderMovingWindow = NULL; - HoveredWindowBeforeClear = NULL; - MovingWindow = NULL; - WheelingWindow = NULL; - WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; - WheelingWindowReleaseTimer = 0.0f; - - DebugHookIdInfo = 0; - HoveredId = HoveredIdPreviousFrame = 0; - HoveredIdAllowOverlap = false; - HoveredIdIsDisabled = false; - HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; - ItemUnclipByLog = false; - ActiveId = 0; - ActiveIdIsAlive = 0; - ActiveIdTimer = 0.0f; - ActiveIdIsJustActivated = false; - ActiveIdAllowOverlap = false; - ActiveIdNoClearOnFocusLoss = false; - ActiveIdHasBeenPressedBefore = false; - ActiveIdHasBeenEditedBefore = false; - ActiveIdHasBeenEditedThisFrame = false; - ActiveIdFromShortcut = false; - ActiveIdClickOffset = ImVec2(-1, -1); - ActiveIdWindow = NULL; - ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = -1; - ActiveIdPreviousFrame = 0; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEditedBefore = false; - ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; - LastActiveIdTimer = 0.0f; - - LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; - - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ActiveIdUsingNavInputMask = 0x00; -#endif - - CurrentFocusScopeId = 0; - CurrentItemFlags = ImGuiItemFlags_None; - DebugShowGroupRects = false; - - NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; - NavLayer = ImGuiNavLayer_Main; - NavNextActivateId = 0; - NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; - NavHighlightActivatedId = 0; - NavHighlightActivatedTimer = 0.0f; - NavInputSource = ImGuiInputSource_Keyboard; - NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; - NavIdIsAlive = false; - NavMousePosDirty = false; - NavDisableHighlight = true; - NavDisableMouseHover = false; - - NavAnyRequest = false; - NavInitRequest = false; - NavInitRequestFromMove = false; - NavMoveSubmitted = false; - NavMoveScoringItems = false; - NavMoveForwardToNextFrame = false; - NavMoveFlags = ImGuiNavMoveFlags_None; - NavMoveScrollFlags = ImGuiScrollFlags_None; - NavMoveKeyMods = ImGuiMod_None; - NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; - NavScoringDebugCount = 0; - NavTabbingDir = 0; - NavTabbingCounter = 0; - - NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; - NavJustMovedToKeyMods = ImGuiMod_None; - NavJustMovedToIsTabbing = false; - NavJustMovedToHasSelectionData = false; - - // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... - // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. - ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); - ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; - NavWindowingToggleKey = ImGuiKey_None; - - DimBgRatio = 0.0f; - - DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; - DragDropSourceFlags = ImGuiDragDropFlags_None; - DragDropSourceFrameCount = -1; - DragDropMouseButton = -1; - DragDropTargetId = 0; - DragDropAcceptFlags = ImGuiDragDropFlags_None; - DragDropAcceptIdCurrRectSurface = 0.0f; - DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; - DragDropAcceptFrameCount = -1; - DragDropHoldJustPressedId = 0; - memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); - - ClipperTempDataStacked = 0; - - CurrentTable = NULL; - TablesTempDataStacked = 0; - CurrentTabBar = NULL; - - HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; - HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; - - MouseCursor = ImGuiMouseCursor_Arrow; - MouseStationaryTimer = 0.0f; - - TempInputId = 0; - memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); - BeginMenuDepth = BeginComboDepth = 0; - ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; - ColorEditCurrentID = ColorEditSavedID = 0; - ColorEditSavedHue = ColorEditSavedSat = 0.0f; - ColorEditSavedColor = 0; - WindowResizeRelativeMode = false; - ScrollbarSeekMode = 0; - ScrollbarClickDeltaToGrabCenter = 0.0f; - SliderGrabClickOffset = 0.0f; - SliderCurrentAccum = 0.0f; - SliderCurrentAccumDirty = false; - DragCurrentAccumDirty = false; - DragCurrentAccum = 0.0f; - DragSpeedDefaultRatio = 1.0f / 100.0f; - DisabledAlphaBackup = 0.0f; - DisabledStackSize = 0; - LockMarkEdited = 0; - TooltipOverrideCount = 0; - - PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); - PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission - - SettingsLoaded = false; - SettingsDirtyTimer = 0.0f; - HookIdNext = 0; - - memset(LocalizationTable, 0, sizeof(LocalizationTable)); - - LogEnabled = false; - LogType = ImGuiLogType_None; - LogNextPrefix = LogNextSuffix = NULL; - LogFile = NULL; - LogLinePosY = FLT_MAX; - LogLineFirstItem = false; - LogDepthRef = 0; - LogDepthToExpand = LogDepthToExpandDefault = 2; - - DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; - DebugLocateId = 0; - DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; - DebugLogAutoDisableFrames = 0; - DebugLocateFrames = 0; - DebugBeginReturnValueCullDepth = -1; - DebugItemPickerActive = false; - DebugItemPickerMouseButton = ImGuiMouseButton_Left; - DebugItemPickerBreakId = 0; - DebugFlashStyleColorTime = 0.0f; - DebugFlashStyleColorIdx = ImGuiCol_COUNT; - - // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations - DebugBreakInWindow = 0; - DebugBreakInTable = 0; - DebugBreakInLocateId = false; - DebugBreakKeyChord = ImGuiKey_Pause; - DebugBreakInShortcutRouting = ImGuiKey_None; - - memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; - FramerateSecPerFrameAccum = 0.0f; - WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset(TempKeychordName, 0, sizeof(TempKeychordName)); - } + ImGuiContext(ImFontAtlas* shared_font_atlas); + ~ImGuiContext(); }; //----------------------------------------------------------------------------- @@ -2500,7 +2597,8 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement int TreeDepth; // Current tree depth. - ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiOldColumns* CurrentColumns; // Current columns set @@ -2508,6 +2606,8 @@ struct IMGUI_API ImGuiWindowTempData ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImU32 ModalDimBgColor; + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -2535,7 +2635,7 @@ struct IMGUI_API ImGuiWindow ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). - float TitleBarHeight, MenuBarHeight; + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). @@ -2550,6 +2650,8 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -2569,13 +2671,14 @@ struct IMGUI_API ImGuiWindow short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiDir AutoPosLastDirection; ImS8 AutoFitFramesX, AutoFitFramesY; bool AutoFitOnlyGrows; - ImGuiDir AutoPosLastDirection; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiWindowBgClickFlags BgClickFlags : 8; // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379. ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. @@ -2603,6 +2706,8 @@ struct IMGUI_API ImGuiWindow ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontWindowScaleParents; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) @@ -2613,7 +2718,7 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. - ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) @@ -2632,13 +2737,16 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } + + // [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents; }; //----------------------------------------------------------------------------- @@ -2659,6 +2767,8 @@ enum ImGuiTabItemFlagsPrivate_ ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading + //ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. }; // Storage for one active tab item (sizeof() 40 bytes) @@ -2670,7 +2780,7 @@ struct ImGuiTabItem int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float ContentWidth; // Width of label, stored during BeginTabItem() call + float ContentWidth; // Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only) float RequestedWidth; // Width optionally requested by caller, -1.0f is unused ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable @@ -2680,18 +2790,20 @@ struct ImGuiTabItem ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; -// Storage for a tab bar (sizeof() 152 bytes) +// Storage for a tab bar (sizeof() 160 bytes) struct IMGUI_API ImGuiTabBar { + ImGuiWindow* Window; ImVector Tabs; ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; + float BarRectPrevWidth; // Backup of previous width. When width change we enforce keep horizontal scroll on focused tab. float CurrTabsContentsHeight; float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar float WidthAllTabs; // Actual width of all tabs (locked during layout) @@ -2710,6 +2822,7 @@ struct IMGUI_API ImGuiTabBar bool WantLayout; bool VisibleTabWasSubmitted; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + bool ScrollButtonEnabled; ImS16 TabsActiveCount; // Number of tabs submitted this frame. ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() float ItemSpacingY; @@ -2725,11 +2838,7 @@ struct IMGUI_API ImGuiTabBar //----------------------------------------------------------------------------- #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. -#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted - -// Our current column maximum is 64 but we may raise that in the future. -typedef ImS16 ImGuiTableColumnIdx; -typedef ImU16 ImGuiTableDrawChannelIdx; +#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx. // [Internal] sizeof() ~ 112 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. @@ -2743,6 +2852,7 @@ struct ImGuiTableColumn float MaxX; float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). ImRect ClipRect; // Clipping rectangle for the column @@ -2830,7 +2940,7 @@ struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; - void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) @@ -2844,7 +2954,7 @@ struct IMGUI_API ImGuiTable int ColumnsCount; // Number of columns declared in BeginTable() int CurrentRow; int CurrentColumn; - ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with float RowPosY1; float RowPosY2; @@ -2876,7 +2986,7 @@ struct IMGUI_API ImGuiTable float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). - ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " ImRect WorkRect; ImRect InnerClipRect; ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries @@ -2920,15 +3030,16 @@ struct IMGUI_API ImGuiTable ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInitializing; bool IsSortSpecsDirty; bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). - bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() + bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup() bool IsSettingsRequestLoad; - bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSettings data. bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) bool IsResetAllRequest; bool IsResetDisplayOrderRequest; @@ -2952,6 +3063,7 @@ struct IMGUI_API ImGuiTable // sizeof() ~ 136 bytes. struct IMGUI_API ImGuiTableTempData { + ImGuiID WindowID; // Shortcut to g.Tables[TableIndex]->OuterWindow->ID. int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used float AngledHeadersExtraWidth; // Used in EndTable() @@ -2972,7 +3084,7 @@ struct IMGUI_API ImGuiTableTempData ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; -// sizeof() ~ 12 +// sizeof() ~ 16 struct ImGuiTableColumnSettings { float WidthOrWeight; @@ -2981,7 +3093,7 @@ struct ImGuiTableColumnSettings ImGuiTableColumnIdx DisplayOrder; ImGuiTableColumnIdx SortOrder; ImU8 SortDirection : 2; - ImU8 IsEnabled : 1; // "Visible" in ini file + ImS8 IsEnabled : 2; // "Visible" in ini file ImU8 IsStretch : 1; ImGuiTableColumnSettings() @@ -2991,7 +3103,7 @@ struct ImGuiTableColumnSettings Index = -1; DisplayOrder = SortOrder = -1; SortDirection = ImGuiSortDirection_None; - IsEnabled = 1; + IsEnabled = -1; IsStretch = 0; } }; @@ -3022,6 +3134,8 @@ namespace ImGui // If this ever crashes because g.CurrentWindow is NULL, it means that either: // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); @@ -3030,6 +3144,7 @@ namespace ImGui IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); @@ -3041,6 +3156,7 @@ namespace ImGui inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } // Windows: Display Order and Focus Order @@ -3057,8 +3173,18 @@ namespace ImGui IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); // Fonts, drawing - IMGUI_API void SetCurrentFont(ImFont* font); - inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + 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); + IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling); + IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling); + IMGUI_API void SetFontRasterizerDensity(float rasterizer_density); + inline float GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; } + inline float GetRoundedFontSize(float size) { return IM_ROUND(size); } + IMGUI_API ImFont* GetDefaultFont(); + IMGUI_API void PushPasswordFont(); + IMGUI_API void PopPasswordFont(); inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. @@ -3070,9 +3196,10 @@ namespace ImGui // NewFrame IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); - IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos); IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StopMouseMovingWindow(); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); @@ -3082,6 +3209,7 @@ namespace ImGui IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); // Viewports + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); // Settings @@ -3117,8 +3245,8 @@ namespace ImGui //#endif // Basic Accessors - inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } - inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.ItemFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -3139,23 +3267,20 @@ namespace ImGui IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); - IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetContentRegionMaxAbs(); - IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min); + IMGUI_API void CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end); // Parameter stacks (shared) - IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); - IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); IMGUI_API void BeginDisabledOverrideReenable(); IMGUI_API void EndDisabledOverrideReenable(); // Logging/Capture - IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); @@ -3165,6 +3290,7 @@ namespace ImGui // Popups, Modals IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); @@ -3191,20 +3317,20 @@ namespace ImGui IMGUI_API bool BeginComboPreview(); IMGUI_API void EndComboPreview(); - // Gamepad/Keyboard Navigation + // Keyboard/Gamepad Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavInitRequestApplyResult(); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); - IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API void NavHighlightActivated(ImGuiID id); IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); - IMGUI_API void NavRestoreHighlightAfterMove(); + IMGUI_API void SetNavCursorVisibleAfterMove(); IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); @@ -3214,7 +3340,7 @@ namespace ImGui // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. IMGUI_API void FocusItem(); // Focus last item (no selection/activation). - IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. Was called 'ActivateItem()' before 1.89.7. // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. @@ -3225,7 +3351,7 @@ namespace ImGui inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } - inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) { @@ -3263,7 +3389,7 @@ 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 void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + 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]; } @@ -3274,7 +3400,7 @@ namespace ImGui // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); - IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat. IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); @@ -3316,16 +3442,32 @@ namespace ImGui // Drag and Drop IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API bool BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb); + 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) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). @@ -3347,6 +3489,8 @@ namespace ImGui IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TablePushColumnChannel(int column_n); + IMGUI_API void TablePopColumnChannel(); IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); // Tables: Internals @@ -3377,7 +3521,7 @@ namespace ImGui IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); - IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); @@ -3396,6 +3540,8 @@ namespace ImGui // Tab Bars inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API ImGuiTabBar* TabBarFindByID(ImGuiID id); + IMGUI_API void TabBarRemove(ImGuiTabBar* tab_bar); IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); @@ -3405,10 +3551,12 @@ namespace ImGui IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); @@ -3421,11 +3569,14 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); - IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); - IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); - IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); @@ -3437,11 +3588,15 @@ namespace ImGui IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); - // Widgets + // Widgets: Text IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API void TextAligned(float align_x, float size_x, const char* fmt, ...); // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) + IMGUI_API void TextAlignedV(float align_x, float size_x, const char* fmt, va_list args); + + // Widgets IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); @@ -3451,7 +3606,7 @@ namespace ImGui IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners @@ -3462,11 +3617,15 @@ namespace ImGui IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos); + IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data); IMGUI_API void TreePushOverrideID(ImGuiID id); - IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); - IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. - IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). @@ -3485,6 +3644,7 @@ namespace ImGui IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); // 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); @@ -3494,6 +3654,7 @@ namespace ImGui 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 IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -3513,15 +3674,18 @@ namespace ImGui IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); - // Debug Log - IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); - IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); // Debug Tools - IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); @@ -3538,13 +3702,16 @@ namespace ImGui IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask); IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture. IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); @@ -3555,9 +3722,8 @@ namespace ImGui // Obsolete functions #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 - inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 - + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): @@ -3571,29 +3737,195 @@ namespace ImGui } // namespace ImGui +//----------------------------------------------------------------------------- +// [SECTION] ImFontLoader +//----------------------------------------------------------------------------- + +// Hooks and storage for a given font backend. +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be public, but API is still going to be evolve. +struct ImFontLoader +{ + const char* Name; + bool (*LoaderInit)(ImFontAtlas* atlas); + void (*LoaderShutdown)(ImFontAtlas* atlas); + bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src); + void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src); + bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint); + bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x); + + // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. + // FIXME: At this point the two other types of buffers may be managed by core to be consistent? + size_t FontBakedSrcLoaderDataSize; + + ImFontLoader() { memset(this, 0, sizeof(*this)); } +}; + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype(); +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92] The types are not actually compatible but we provide this as a compile-time error report helper. +#endif + //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API //----------------------------------------------------------------------------- -// This structure is likely to evolve as we add support for incremental atlas updates -struct ImFontBuilderIO +#define IMGUI_FONT_SIZE_MAX (512.0f) +#define IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE (128.0f) + +// Helpers: ImTextureRef ==/!= operators provided as convenience +// (note that _TexID and _TexData are never set simultaneously) +inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; } +inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; } + +// Refer to ImFontAtlasPackGetRect() to better understand how this works. +#define ImFontAtlasRectId_IndexMask_ (0x0007FFFF) // 20-bits signed: index to access builder->RectsIndex[]. +#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. +#define ImFontAtlasRectId_GenerationShift_ (20) +inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_IndexMask_); } +inline unsigned int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (unsigned int)(id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; } +inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx >= 0 && index_idx <= ImFontAtlasRectId_IndexMask_ && gen_idx <= (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); } + +// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) +// User are returned ImFontAtlasRectId values which are meant to be persistent. +// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. +// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. +// Having this also makes it easier to e.g. sort rectangles during repack. +struct ImFontAtlasRectEntry { - bool (*FontBuilder_Build)(ImFontAtlas* atlas); + int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list. + unsigned int Generation : 10; // Increased each time the entry is reused for a new rectangle. + unsigned int IsUsed : 1; }; -// Helper for font builder -#ifdef IMGUI_ENABLE_STB_TRUETYPE -IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +// Data available to potential texture post-processing functions +struct ImFontAtlasPostProcessData +{ + ImFontAtlas* FontAtlas; + ImFont* Font; + ImFontConfig* FontSrc; + ImFontBaked* FontBaked; + ImFontGlyph* Glyph; + + // Pixel data + void* Pixels; + ImTextureFormat Format; + int Pitch; + int Width; + int Height; +}; + +// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it) +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE { struct stbrp_node; } +typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im; +#else +struct stbrp_node; +typedef stbrp_node stbrp_node_im; #endif -IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); +struct stbrp_context_opaque { char data[80]; }; + +// Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasBuilder +{ + stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file. + ImVector PackNodes; + ImVector Rects; + ImVector RectsIndex; // ImFontAtlasRectId -> index into Rects[] + ImVector TempBuffer; // Misc scratch buffer + int RectsIndexFreeListStart;// First unused entry + int RectsPackedCount; // Number of packed rectangles. + int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size. + int RectsDiscardedCount; + int RectsDiscardedSurface; + int FrameCount; // Current frame count + ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size") + ImVec2i MaxRectBounds; // Bottom-right most used pixels + bool LockDisableResize; // Disable resizing texture + bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything. + + // Cache of all ImFontBaked + ImStableVector BakedPool; + ImGuiStorage BakedMap; // BakedId --> ImFontBaked* + int BakedDiscardedCount; + + // Custom rectangle identifiers + ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure. + ImFontAtlasRectId PackIdLinesTexData; + + ImFontAtlasBuilder() { memset(this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; } +}; + +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font); +IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); +IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects + +IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1); +IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas); +IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames); + +IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed +IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames); + +IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id); +IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked); +IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph); +IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x); +IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); +IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); + +IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); +IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id); + +IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures); +IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex); +IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas); + +IMGUI_API 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); +IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data); +IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor); +IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col); +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 int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format); +IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status); +IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format); + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas); +#endif + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) @@ -3608,9 +3940,9 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI // In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); #define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif diff --git a/third_party/imgui/imgui_tables.cpp b/third_party/imgui/imgui_tables.cpp index dc69f94620..41fdf6a4c9 100644 --- a/third_party/imgui/imgui_tables.cpp +++ b/third_party/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (tables and columns code) /* @@ -24,9 +24,9 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. //----------------------------------------------------------------------------- // [SECTION] Commentary @@ -221,6 +221,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 @@ -229,9 +230,15 @@ Index of this file: #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#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 #endif @@ -328,13 +335,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); - const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) { ItemSize(outer_rect); ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); return false; } @@ -369,6 +377,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; temp_data->UserOuterSize = outer_size; // Instance data (for instance 0, TableID == TableInstanceID) @@ -409,11 +418,15 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Reset scroll if we are reactivating it if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) - SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) - ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; - BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None; + ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None; + if (flags & ImGuiTableFlags_ScrollX) + child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar; + BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags); table->InnerWindow = g.CurrentWindow; table->WorkRect = table->InnerWindow->WorkRect; table->OuterRect = table->InnerWindow->Rect(); @@ -424,7 +437,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) table->InnerWindow->SkipItems = false; - // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned if (instance_no == 0) { table->HasScrollbarYPrev = table->HasScrollbarYCurr; @@ -438,6 +451,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table } // Push a standardized ID for both child-using and not-child-using tables @@ -450,6 +464,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; + temp_data->WindowID = inner_window->ID; temp_data->HostBackupWorkRect = inner_window->WorkRect; temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; @@ -460,16 +475,27 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765) + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap // problem only affect scrolling tables in this case we can get away with doing it without extra cost). if (inner_window != outer_window) { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). if (flags & ImGuiTableFlags_BordersOuterV) + { table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } if (flags & ImGuiTableFlags_BordersOuterH) + { table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } } // Padding and Spacing @@ -497,7 +523,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWithFull(table->HostClipRect); - table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() @@ -517,7 +543,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Make table current g.CurrentTable = table; - outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; @@ -555,6 +581,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Initialize table->SettingsOffset = -1; table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) table->InstanceInteracted = -1; table->ContextPopupColumn = -1; table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; @@ -855,7 +882,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) // Combine width from regular rows + width from headers unless requested not to. - if (!column->IsPreserveWidthAuto) + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) column->WidthAuto = TableGetColumnWidthAuto(table, column); // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) @@ -920,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very // large height (= first frame scrollbar display very off + clipper would skip lots of items). // This is merely making the side-effect less extreme, but doesn't properly fixes it. - // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: Move this to ->WidthGiven to avoid temporary lossyness? // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? @@ -954,7 +981,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; @@ -1033,7 +1060,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + // 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 == visible_n) { @@ -1059,16 +1087,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) continue; } - // Detect hovered column - if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) - table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; - // Lock start position column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position - float max_width = TableGetMaxColumnWidth(table, column_n); - column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; @@ -1117,8 +1141,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_IsVisible; if (column->SortOrder != -1) column->Flags |= ImGuiTableColumnFlags_IsSorted; - if (table->HoveredColumnBody == column_n) + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } // Alignment // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in @@ -1148,7 +1177,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Don't decrement auto-fit counters until container window got a chance to submit its items - if (table->HostSkipItems == false) + if (table->HostSkipItems == false && table->InstanceCurrent == 0) { column->AutoFitQueue >>= 1; column->CannotSkipItemsQueue >>= 1; @@ -1162,7 +1191,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. - // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + // Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar. if (has_at_least_one_column_requesting_output == false) { table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; @@ -1223,7 +1252,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 11] Default context menu // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). - // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup(). // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) @@ -1249,7 +1278,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->Flags & ImGuiTableFlags_NoClip) table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else - inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() @@ -1319,7 +1348,11 @@ void ImGui::EndTable() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); + return; + } // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) @@ -1334,7 +1367,7 @@ void ImGui::EndTable() ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; ImGuiTableTempData* temp_data = table->TempData; - IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); if (table->IsInsideRow) @@ -1361,7 +1394,7 @@ void ImGui::EndTable() // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, - // but since the later is likely to be impossible to do we'd rather update both axises together. + // but since the later is likely to be impossible to do we'd rather update both axes together. if (table->Flags & ImGuiTableFlags_ScrollX) { const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; @@ -1471,12 +1504,15 @@ void ImGui::EndTable() if (inner_window != outer_window) { short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; - inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing EndChild(); + g.CurrentTable = table; inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; } else { + table->InnerWindow->DC.TreeDepth--; ItemSize(table->OuterRect.GetSize()); ItemAdd(table->OuterRect, 0); } @@ -1524,7 +1560,7 @@ void ImGui::EndTable() IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); IM_ASSERT(g.TablesTempDataStacked > 0); temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; - g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { g.CurrentTable->TempData = temp_data; @@ -1534,14 +1570,43 @@ void ImGui::EndTable() NavUpdateCurrentWindowIsScrollPushableX(); } +// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings. +// 'init_mask' specify which fields to initialize. +static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + // See "COLUMNS SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); - IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); if (table->DeclColumnsCount >= table->ColumnsCount) { @@ -1558,7 +1623,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy - // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; @@ -1576,27 +1641,10 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { - // Init width or weight + ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags; if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) - { - if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) - column->WidthRequest = init_width_or_weight; - if (flags & ImGuiTableColumnFlags_WidthStretch) - column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; - - // Disable auto-fit if an explicit width/weight has been specified - if (init_width_or_weight > 0.0f) - column->AutoFitQueue = 0x00; - } - - // Init default visibility/sort state - if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsUserEnabled = column->IsUserEnabledNextFrame = false; - if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) - { - column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); - } + init_flags |= ImGuiTableFlags_Resizable; + TableInitColumnDefaults(table, column, init_flags); } // Store name (append with zero-terminator in contiguous buffer) @@ -1605,7 +1653,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo if (label != NULL && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); - table->ColumnsNames.append(label, label + strlen(label) + 1); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); } } @@ -1614,7 +1662,11 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit @@ -1691,9 +1743,11 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - if (!table) + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); return; + } IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above if (column_n < 0) column_n = table->CurrentColumn; @@ -1772,6 +1826,11 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(target != ImGuiTableBgTarget_None); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } if (color == IM_COL32_DISABLE) color = 0; @@ -1900,7 +1959,10 @@ void ImGui::TableEndRow(ImGuiTable* table) IM_ASSERT(table->IsInsideRow); if (table->CurrentColumn != -1) + { TableEndCell(table); + table->CurrentColumn = -1; + } // Logging if (g.LogEnabled) @@ -1993,37 +2055,41 @@ void ImGui::TableEndRow(ImGuiTable* table) } // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) - // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and - // get the new cursor position. + // - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark + // end of row and get the new cursor position. if (unfreeze_rows_request) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; - if (unfreeze_rows_actual) { - IM_ASSERT(table->IsUnfrozenRows == false); - const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); - table->IsUnfrozenRows = true; + IM_ASSERT(table->FreezeRowsRequest > 0); + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].NavLayerCurrent = table->NavLayer; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; - // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); - table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; - table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; - IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); - - float row_height = table->RowPosY2 - table->RowPosY1; - table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; - table->RowPosY1 = table->RowPosY2 - row_height; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (unfreeze_rows_actual) { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->DrawChannelCurrent = column->DrawChannelUnfrozen; - column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; - } + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; - // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y - SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -2062,7 +2128,11 @@ bool ImGui::TableSetColumnIndex(int column_n) { if (table->CurrentColumn != -1) TableEndCell(table); - IM_ASSERT(column_n >= 0 && table->ColumnsCount); + if ((column_n >= 0 && column_n < table->ColumnsCount) == false) + { + IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!"); + return false; + } TableBeginCell(table, column_n); } @@ -2133,6 +2203,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) g.LastItemData.StatusFlags = 0; } + // Also see TablePushColumnChannel() if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. @@ -2192,8 +2263,8 @@ void ImGui::TableEndCell(ImGuiTable* table) // Note that actual columns widths are computed in TableUpdateLayout(). //------------------------------------------------------------------------- -// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. -float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float max_width = FLT_MAX; @@ -2255,7 +2326,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) IM_ASSERT(table->MinColumnWidth > 0.0f); const float min_width = table->MinColumnWidth; - const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) column_0_width = ImClamp(column_0_width, min_width, max_width); if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; @@ -2406,10 +2477,38 @@ void ImGui::TablePopBackgroundChannel() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; - ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent); +} + +// Also see TableBeginCell() +void ImGui::TablePushColumnChannel(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + if (table->Flags & ImGuiTableFlags_NoClip) + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[column_n]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +void ImGui::TablePopColumnChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported. + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } @@ -2427,7 +2526,7 @@ void ImGui::TablePopBackgroundChannel() // - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) // - Clip --> 2+D+N channels // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) -// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero) // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableSetupDrawChannels(ImGuiTable* table) { @@ -2720,8 +2819,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table) continue; // Draw in outer window so right-most column won't be clipped - // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. - float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + float draw_y2 = draw_y2_head; + if (is_frozen_separator) + draw_y2 = draw_y2_body; + else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized)) + draw_y2 = draw_y2_body; + else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0) + draw_y2 = draw_y2_body; if (draw_y2 > draw_y1) inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); } @@ -2740,7 +2844,7 @@ 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 + ImVec2(1, 1), outer_col, 0.0f, 0, border_size); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -2784,9 +2888,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - - if (!(table->Flags & ImGuiTableFlags_Sortable)) + if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable)) return NULL; // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. @@ -3004,15 +3106,21 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth() // The intent is that advanced users willing to create customized headers would not need to use this helper // and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. -// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } - // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. if (!table->IsLayoutLocked) TableUpdateLayout(table); @@ -3029,8 +3137,7 @@ void ImGui::TableHeadersRow() if (!TableSetColumnIndex(column_n)) continue; - // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. + // 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) const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(column_n); TableHeader(name); @@ -3055,7 +3162,12 @@ void ImGui::TableHeader(const char* label) return; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } + IM_ASSERT(table->CurrentColumn != -1); const int column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; @@ -3121,7 +3233,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3176,7 +3288,7 @@ void ImGui::TableHeader(const char* label) // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will // be merged into a single draw call. //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); - RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.ActiveId == 0) @@ -3230,7 +3342,11 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label ImGuiTable* table = g.CurrentTable; ImGuiWindow* window = g.CurrentWindow; ImDrawList* draw_list = window->DrawList; - IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + if (table == NULL) + { + IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!"); + return; + } IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); if (max_label_width == 0.0f) @@ -3269,13 +3385,13 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label ButtonBehavior(row_r, row_id, NULL, NULL); KeepAliveID(row_id); - const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better + const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component const ImVec2 align = g.Style.TableAngledHeadersTextAlign; // Draw background and labels in first pass, then all borders. - float max_x = 0.0f; + float max_x = -FLT_MAX; for (int pass = 0; pass < 2; pass++) for (int order_n = 0; order_n < data_count; order_n++) { @@ -3305,7 +3421,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label // Left<>Right alignment float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; - float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x); line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; // Register header width @@ -3324,7 +3440,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); int vtx_idx_begin = draw_list->_VtxCurrentIdx; PushStyleColor(ImGuiCol_Text, request->TextColor); - RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size); PopStyleColor(); int vtx_idx_end = draw_list->_VtxCurrentIdx; @@ -3471,7 +3587,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags Separator(); want_separator = true; - PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; @@ -3661,6 +3777,14 @@ void ImGui::TableLoadSettings(ImGuiTable* table) table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; + // Initialize default columns settings + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + TableInitColumnDefaults(table, column, ~0); + column->AutoFitQueue = 0x00; + } + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); ImU64 display_order_mask = 0; @@ -3677,14 +3801,12 @@ void ImGui::TableLoadSettings(ImGuiTable* table) column->StretchWeight = column_settings->WidthOrWeight; else column->WidthRequest = column_settings->WidthOrWeight; - column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; - else - column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } @@ -3780,8 +3902,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; - if (!save_size && !save_visible && !save_order && !save_sort) - continue; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); @@ -3828,7 +3949,7 @@ void ImGui::TableSettingsAddSettingsHandler() // - TableGcCompactSettings() [Internal] //------------------------------------------------------------------------- -// Remove Table (currently only used by TestEngine) +// Remove Table data (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); @@ -3907,9 +4028,9 @@ void ImGui::DebugNodeTable(ImGuiTable* table) bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (IsItemVisible() && table->HoveredColumnBody != -1) - GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; if (table->InstanceCurrent > 0) @@ -3963,7 +4084,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) if (IsItemHovered()) { ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); - GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); } } if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) @@ -4393,7 +4514,7 @@ void ImGui::EndColumns() { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) dragging_column = n; } @@ -4425,12 +4546,12 @@ void ImGui::EndColumns() NavUpdateCurrentWindowIsScrollPushableX(); } -void ImGui::Columns(int columns_count, const char* id, bool border) +void ImGui::Columns(int columns_count, const char* id, bool borders) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) diff --git a/third_party/imgui/imgui_widgets.cpp b/third_party/imgui/imgui_widgets.cpp index d261ba8ff4..e487b3f968 100644 --- a/third_party/imgui/imgui_widgets.cpp +++ b/third_party/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.9 +// dear imgui, v1.92.5 // (widgets code) /* @@ -19,7 +19,9 @@ Index of this file: // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. // [SECTION] Widgets: Selectable // [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support // [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers // [SECTION] Widgets: ListBox // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers @@ -68,19 +70,28 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#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 "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif //------------------------------------------------------------------------- @@ -124,8 +135,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); // For InputTextEx() static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining = NULL, ImVec2* out_offset = NULL, ImDrawTextFlags flags = 0); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -160,7 +170,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) // Calculate length const char* text_begin = text; if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; @@ -200,7 +210,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end && lines_skipped < lines_skippable) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -221,7 +231,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (IsClippedEx(line_rect, 0)) break; - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); @@ -236,7 +246,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -328,6 +338,46 @@ void ImGui::TextWrappedV(const char* fmt, va_list args) PopTextWrapPos(); } +void ImGui::TextAligned(float align_x, float size_x, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextAlignedV(align_x, size_x, fmt, args); + va_end(args); +} + +// align_x: 0.0f = left, 0.5f = center, 1.0f = right. +// size_x : 0.0f = shortcut for GetContentRegionAvail().x +// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) +void ImGui::TextAlignedV(float align_x, float size_x, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + const ImVec2 text_size = CalcTextSize(text, text_end); + size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x; + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y); + ImVec2 size(ImMin(size_x, text_size.x), text_size.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x); + if (align_x > 0.0f && text_size.x < size_x) + pos.x += ImTrunc((size_x - text_size.x) * align_x); + RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size); + + const ImVec2 backup_max_pos = window->DC.CursorMaxPos; + ItemSize(size); + ItemAdd(ImRect(pos, pos + size), 0); + window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up. + + if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip)) + SetTooltip("%.*s", (int)(text_end - text), text); +} + void ImGui::LabelText(const char* label, const char* fmt, ...) { va_list args; @@ -422,6 +472,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - RadioButton() // - ProgressBar() // - Bullet() +// - Hyperlink() //------------------------------------------------------------------------- // The ButtonBehavior() function is key to many interactions and used by many/most widgets. @@ -467,7 +518,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - PressedOnDragDropHold can generally be associated with any flag. // - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. //------------------------------------------------------------------------------------------------------------------------------------------------ -// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- @@ -478,32 +529,37 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- -// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. -// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' -// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (item_flags & ImGuiItemFlags_NoFocus) + flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus; + // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonLeft; // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) - flags |= ImGuiButtonFlags_PressedOnDefault_; - - // Default behavior inherited from item flags - // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. - ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); - if (flags & ImGuiButtonFlags_AllowOverlap) - item_flags |= ImGuiItemFlags_AllowOverlap; - if (flags & ImGuiButtonFlags_Repeat) - item_flags |= ImGuiItemFlags_ButtonRepeat; + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow; if (flatten_hovered_children) g.HoveredWindow = window; @@ -516,9 +572,11 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool pressed = false; bool hovered = ItemHoverable(bb, id, item_flags); - // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) - if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) + // where holding the button pressed for a long time while drag a payload item triggers the button. + if (g.DragDropActive) + { + if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { hovered = true; SetHoveredID(id); @@ -529,6 +587,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool FocusWindow(window); } } + if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered)) + hovered = true; + } if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; @@ -552,7 +613,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Process initial action - if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) { if (mouse_button_clicked != -1 && g.ActiveId != id) { @@ -561,10 +623,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { SetFocusID(id, window); - FocusWindow(window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } } if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { @@ -573,10 +641,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ClearActiveID(); else SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { SetFocusID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; - FocusWindow(window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } } } if (flags & ImGuiButtonFlags_PressedOnRelease) @@ -587,7 +661,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (!has_repeated_at_least_once) pressed = true; if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. ClearActiveID(); } } @@ -599,38 +673,41 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool pressed = true; } - if (pressed) - g.NavDisableHighlight = true; + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } - // Gamepad/Keyboard handling + // Keyboard/Gamepad navigation handling // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover) - if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) - hovered = true; - if (g.NavActivateDownId == id) + if ((item_flags & ImGuiItemFlags_Disabled) == 0) { - bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = (g.NavActivatePressedId == id); - if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) { - // Avoid pressing multiple keys from triggering excessive amount of repeat events - const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); - const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); - const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); - const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); - nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - } - if (nav_activated_by_code || nav_activated_by_inputs) - { - // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - pressed = true; - SetActiveID(id, window); - g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) - SetFocusID(id, window); - if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) - g.ActiveIdFromShortcut = true; + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } } } @@ -668,8 +745,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } ClearActiveID(); } - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - g.NavDisableHighlight = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { @@ -684,7 +761,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Activation highlight (this may be a remote activation) - if (g.NavHighlightActivatedId == id) + if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0) hovered = true; if (out_hovered) *out_hovered = hovered; @@ -719,7 +796,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); if (g.LogEnabled) @@ -766,11 +843,12 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(size); - if (!ItemAdd(bb, id)) + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; @@ -796,7 +874,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu // Render const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); @@ -834,17 +912,16 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) return pressed; // Render - // FIXME: Clarify this mess - ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); - ImVec2 center = bb.GetCenter(); + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col); - - float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; - ImU32 cross_col = GetColorU32(ImGuiCol_Text); - center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + const ImU32 cross_col = GetColorU32(ImGuiCol_Text); + const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + const float cross_thickness = 1.0f; // FIXME-DPI + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness); return pressed; } @@ -865,7 +942,8 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold @@ -883,15 +961,17 @@ ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) { + ImGuiContext& g = *GImGui; const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; - const float border_size = window->WindowBorderSize; const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) - IM_ASSERT(scrollbar_size > 0.0f); + IM_ASSERT(scrollbar_size >= 0.0f); + const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); + const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f; if (axis == ImGuiAxis_X) - return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); else - return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); } void ImGui::Scrollbar(ImGuiAxis axis) @@ -929,7 +1009,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -943,8 +1023,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); if (alpha <= 0.0f) return false; @@ -952,7 +1032,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + float padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5f)); + bb.Expand(-padding); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); @@ -961,7 +1042,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // But we maintain a minimum size in pixel to allow for the user to still aim inside. IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); - const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). @@ -984,9 +1066,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; if (g.ActiveIdIsJustActivated) { - // On initial click calculate the distance between mouse and the center of the grab - g.ScrollbarSeekMode = (short)held_dir; - g.ScrollbarClickDeltaToGrabCenter = (g.ScrollbarSeekMode == 0.0f) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; } // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) @@ -1019,7 +1102,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1030,30 +1113,48 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 return held; } -// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; - const ImVec2 padding(border_size, border_size); + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, 0)) return; // Render - if (border_size > 0.0f) - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); - window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } -// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) -// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(tex_ref, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -1071,50 +1172,47 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& imag // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } -// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. -bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); + return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy API obsoleted in 1.89. Two differences with new ImageButton() -// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) -// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. -// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - // Default to using texture ID as ID. User can still push string/integer prefixes. - PushID((void*)(intptr_t)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); - + PushID((ImTextureID)(intptr_t)user_texture_id); if (frame_padding >= 0) PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); - bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); if (frame_padding >= 0) PopStyleVar(); + PopID(); return ret; } +*/ #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) @@ -1133,25 +1231,40 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; if (!is_visible) - { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); - return false; - } + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) { - *v = !(*v); + *v = checked; + pressed = true; // return value MarkItemEdited(id); } const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); - const bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; if (is_visible) { - RenderNavHighlight(total_bb, id); + RenderNavCursor(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); if (mixed_value) @@ -1253,7 +1366,7 @@ bool ImGui::RadioButton(const char* label, bool active) if (pressed) MarkItemEdited(id); - RenderNavHighlight(total_bb, id); + RenderNavCursor(total_bb, id); const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); if (active) @@ -1370,6 +1483,80 @@ void ImGui::Bullet() SameLine(0, style.FramePadding.x * 2.0f); } +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + bool pressed = TextLink(label); + if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } + return pressed; +} + //------------------------------------------------------------------------- // [SECTION] Widgets: Low-level Layout helpers //------------------------------------------------------------------------- @@ -1554,7 +1741,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); if (g.LogEnabled) LogSetNextTextDecoration("---", NULL); - RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size); } else { @@ -1650,27 +1837,31 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) // Shrink excess width from a set of item, by removing width from the larger items first. // Set items Width to -1.0f to disable shrinking this item. -void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min) { if (count == 1) { if (items[0].Width >= 0.0f) - items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + items[0].Width = ImMax(items[0].Width - width_excess, width_min); return; } - ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last. int count_same_width = 1; - while (width_excess > 0.0f && count_same_width < count) + while (width_excess > 0.001f && count_same_width < count) { while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item); if (max_width_to_remove_per_item <= 0.0f) break; - float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) - items[item_n].Width -= width_to_remove_per_item; - width_excess -= width_to_remove_per_item * count_same_width; + { + float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min); + items[item_n].Width -= width_to_remove_for_this_item; + width_excess -= width_to_remove_for_this_item; + } } // Round width and redistribute remainder @@ -1716,7 +1907,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; @@ -1751,7 +1942,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) @@ -1785,7 +1976,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - g.NextWindowData.Flags = backup_next_window_data_flags; + g.NextWindowData.HasFlags = backup_next_window_data_flags; return BeginComboPopup(popup_id, bb, flags); } @@ -1800,7 +1991,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // Set popup size float w = bb.GetWidth(); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } @@ -1814,9 +2005,9 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size constraint_min.x = w; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); SetNextWindowSizeConstraints(constraint_min, constraint_max); } @@ -1841,13 +2032,14 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) { EndPopup(); - IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + if (!g.IO.ConfigDebugBeginReturnValueOnce && !g.IO.ConfigDebugBeginReturnValueLoop) // Begin may only return false with those debug tools activated. + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } g.BeginComboDepth++; @@ -1931,7 +2123,7 @@ static const char* Items_SingleStringGetter(void* data, int idx) { if (idx == items_count) break; - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } return *p ? p : NULL; @@ -1948,7 +2140,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(vo preview_value = getter(user_data, *current_item); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) @@ -1999,7 +2191,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open while (*p) { - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); @@ -2060,6 +2252,8 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = #endif { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -2250,6 +2444,12 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m return false; } +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + static float GetMinimumStepAtDecimalPrecision(int decimal_precision) { static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; @@ -2308,7 +2508,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_bounded = (v_min < v_max); + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); @@ -2322,9 +2522,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; - if (g.IO.KeyAlt) + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) adjust_delta *= 1.0f / 100.0f; - if (g.IO.KeyShift) + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) adjust_delta *= 10.0f; } else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) @@ -2332,7 +2532,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); - const float tweak_factor = tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } @@ -2450,7 +2650,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2497,11 +2697,11 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Drag turns it into an InputText + // Tabbing or Ctrl+Click on Drag turns it into an InputText const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); const bool make_active = (clicked || double_clicked || g.NavActivateId == id); @@ -2520,6 +2720,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, temp_input_is_active = true; } + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + if (make_active && !temp_input_is_active) { SetActiveID(id, window); @@ -2531,14 +2735,22 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + bool clamp_enabled = false; + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + clamp_enabled = true; + else if (clamp_range_dir == 0) + clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior @@ -2929,14 +3141,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { - input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds if (tweak_slow) input_delta /= 10.0f; } else { if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) - input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps else input_delta /= 100.0f; } @@ -2984,7 +3196,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } if (set_new_value) - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) set_new_value = false; if (set_new_value) @@ -3089,11 +3301,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Slider turns it into an input box + // Tabbing or Ctrl+Click on Slider turns it into an input box const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool make_active = (clicked || g.NavActivateId == id); if (make_active && clicked) @@ -3102,6 +3314,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) temp_input_is_active = true; + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + if (make_active && !temp_input_is_active) { SetActiveID(id, window); @@ -3113,14 +3329,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior @@ -3209,7 +3425,8 @@ bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, fl format = "%.0f deg"; float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); - *v_rad = v_deg * (2 * IM_PI) / 360.0f; + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } @@ -3255,7 +3472,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); if (clicked || g.NavActivateId == id) { @@ -3269,7 +3486,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior @@ -3449,8 +3666,10 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. +// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but +// the expected relationship between TempInputXXX functions and LastItemData is a little fishy. bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. @@ -3461,6 +3680,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { @@ -3472,12 +3692,13 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* } // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! -// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { // FIXME: May need to clarify display behavior if format doesn't contain %. // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); char fmt_buf[32]; char data_buf[32]; @@ -3487,8 +3708,8 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; - + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { @@ -3507,6 +3728,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG } // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; if (value_changed) MarkItemEdited(id); @@ -3517,7 +3739,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) { ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasRefVal; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); } @@ -3531,11 +3753,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - void* p_data_default = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; char buf[64]; if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) @@ -3543,8 +3766,10 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data else DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; bool value_changed = false; if (p_step == NULL) @@ -3566,21 +3791,22 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; - ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + if (ButtonEx("-", ImVec2(button_size, button_size))) { DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + if (ButtonEx("+", ImVec2(button_size, button_size))) { DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } + PopItemFlag(); if (flags & ImGuiInputTextFlags_ReadOnly) EndDisabled(); @@ -3595,6 +3821,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PopID(); EndGroup(); } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; if (value_changed) MarkItemEdited(g.LastItemData.ID); @@ -3686,16 +3914,20 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f //------------------------------------------------------------------------- // [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- +// - imstb_textedit.h include // - InputText() // - InputTextWithHint() // - InputTextMultiline() -// - InputTextGetCharInfo() [Internal] -// - InputTextReindexLines() [Internal] -// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] // - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- +namespace ImStb +{ +#include "imstb_textedit.h" +} + +// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() @@ -3713,79 +3945,30 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) -{ - int line_count = 0; - const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding - if (c == '\n') - line_count++; - s--; - if (s[0] != '\n' && s[0] != '\r') - line_count++; - *out_text_end = s; - return line_count; -} - -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) { ImGuiContext& g = *ctx; - ImFont* font = g.Font; - const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; - - ImVec2 text_size = ImVec2(0, 0); - float line_width = 0.0f; - - const ImWchar* s = text_begin; - while (s < text_end) - { - unsigned int c = (unsigned int)(*s++); - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - if (stop_on_new_line) - break; - continue; - } - if (c == '\r') - continue; - - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; - line_width += char_width; - } - - if (text_size.x < line_width) - text_size.x = line_width; - - if (out_offset) - *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n - text_size.y += line_height; - - if (remaining) - *remaining = s; - - return text_size; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end); + return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags); } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. namespace ImStb { - -static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } -static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx >= 0 && idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { - const ImWchar* text = obj->TextW.Data; - const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, text + obj->TextLen, &text_remaining, NULL, ImDrawTextFlags_StopOnNewLine | ImDrawTextFlags_WrapKeepBlanks); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; @@ -3794,21 +3977,54 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -static bool is_separator(unsigned int c) +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) { - return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!'; + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; } static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { - // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + // When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators. if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool prev_separ = is_separator(obj->TextW[idx - 1]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx]); - bool curr_separ = is_separator(obj->TextW[idx]); + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); } static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) @@ -3816,65 +4032,155 @@ static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx]); - bool prev_separ = is_separator(obj->TextW[idx]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool curr_separ = is_separator(obj->TextW[idx - 1]); + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +// Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping. +static int STB_TEXTEDIT_MOVELINESTART_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + if (state->single_line) + return 0; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p_bol = ImStrbol(p_cursor, obj->TextSrc); + const char* p = p_bol; + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p >= p_bol) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + if (p == p_cursor) // If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below) + return (int)(p_bol - obj->TextSrc); + if (p_eol == p_cursor && obj->TextA[cursor] != '\n' && obj->LastMoveDirectionLR == ImGuiDir_Left) + return (int)(p_bol - obj->TextSrc); + if (p_eol >= p_cursor) + return (int)(p - obj->TextSrc); + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + + // Regular handler, same as stb_textedit_move_line_start() + while (cursor > 0) + { + int prev_cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, cursor); + if (STB_TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) + break; + cursor = prev_cursor; + } + return cursor; +} + +static int STB_TEXTEDIT_MOVELINEEND_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + int n = STB_TEXTEDIT_STRINGLEN(obj); + if (state->single_line) + return n; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p = ImStrbol(p_cursor, obj->TextSrc); + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p < text_end) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + cursor = (int)(p_eol - obj->TextSrc); + if (p_eol == p_cursor && obj->LastMoveDirectionLR != ImGuiDir_Left) // If we are already on a visible end-of-line, switch to regular handle + break; + if (p_eol > p_cursor) + return cursor; + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + // Regular handler, same as stb_textedit_move_line_end() + while (cursor < n && STB_TEXTEDIT_GETCHAR(obj, cursor) != STB_TEXTEDIT_NEWLINE) + cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, cursor); + return cursor; +} + +#define STB_TEXTEDIT_MOVELINESTART STB_TEXTEDIT_MOVELINESTART_IMPL +#define STB_TEXTEDIT_MOVELINEEND STB_TEXTEDIT_MOVELINEEND_IMPL static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { - ImWchar* dst = obj->TextW.Data + pos; - - // We maintain our buffer length in both UTF-8 and wchar formats + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); obj->Edited = true; - obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); - obj->CurLenW -= n; - - // Offset remaining text (FIXME-OPT: Use memmove) - const ImWchar* src = obj->TextW.Data + pos + n; - while (ImWchar c = *src++) - *dst++ = c; - *dst = '\0'; + obj->TextLen -= n; } -static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int text_len = obj->CurLenW; + const int text_len = obj->TextLen; IM_ASSERT(pos <= text_len); - const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); - if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) - return false; + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = obj->BufCapacity - 1 - obj->TextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return 0; // Grow internal buffer if needed - if (new_text_len + text_len + 1 > obj->TextW.Size) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable) { - if (!is_resizable) - return false; - IM_ASSERT(text_len < obj->TextW.Size); - obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; } - ImWchar* text = obj->TextW.Data; + char* text = obj->TextA.Data; if (pos != text_len) - memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); - memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); obj->Edited = true; - obj->CurLenW += new_text_len; - obj->CurLenA += new_text_len_utf8; - obj->TextW[obj->CurLenW] = '\0'; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; - return true; + return new_text_len; } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) @@ -3904,12 +4210,13 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) { - stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); - ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; - if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len); + if (text_len_inserted > 0) { state->cursor = state->select_start = state->select_end = text_len; state->has_preferred_x = 0; @@ -3920,29 +4227,71 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st } // namespace ImStb +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset(this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &Stb, key); + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); + const int key_u = (key & ~STB_TEXTEDIT_K_SHIFT); + if (key_u == STB_TEXTEDIT_K_LEFT || key_u == STB_TEXTEDIT_K_LINESTART || key_u == STB_TEXTEDIT_K_TEXTSTART || key_u == STB_TEXTEDIT_K_BACKSPACE || key_u == STB_TEXTEDIT_K_WORDLEFT) + LastMoveDirectionLR = ImGuiDir_Left; + else if (key_u == STB_TEXTEDIT_K_RIGHT || key_u == STB_TEXTEDIT_K_LINEEND || key_u == STB_TEXTEDIT_K_TEXTEND || key_u == STB_TEXTEDIT_K_DELETE || key_u == STB_TEXTEDIT_K_WORDRIGHT) + LastMoveDirectionLR = ImGuiDir_Right; +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); CursorFollow = true; CursorAnimReset(); } +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +float ImGuiInputTextState::GetPreferredOffsetX() const { return Stb->has_preferred_x ? Stb->preferred_x : -1; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { memset(this, 0, sizeof(*this)); } -// Public API to manipulate UTF-8 text -// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// Public API to manipulate UTF-8 text from within a callback. // FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) { IM_ASSERT(pos + bytes_count <= BufTextLen); char* dst = Buf + pos; const char* src = Buf + pos + bytes_count; - while (char c = *src++) - *dst++ = c; - *dst = '\0'; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; @@ -3959,22 +4308,29 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons if (new_text == new_text_end) return; + ImGuiContext& g = *Ctx; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID); const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); - if (new_text_len + BufTextLen >= BufSize) - { - if (!is_resizable) - return; + const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0; + int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) - ImGuiContext& g = *Ctx; - ImGuiInputTextState* edit_state = &g.InputTextState; - IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TextA.Data); + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = BufSize - 1 - BufTextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return; + + // Grow internal buffer if needed + if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly) + { + IM_ASSERT(Buf == obj->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TextA.reserve(new_buf_size + 1); - Buf = edit_state->TextA.Data; - BufSize = edit_state->BufCapacityA = new_buf_size; + obj->TextA.resize(new_buf_size + 1); + obj->TextSrc = obj->TextA.Data; + Buf = obj->TextA.Data; + BufSize = obj->BufCapacity = new_buf_size; } if (BufTextLen != pos) @@ -3982,11 +4338,40 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); Buf[BufTextLen + new_text_len] = '\0'; - if (CursorPos >= pos) - CursorPos += new_text_len; - SelectionStart = SelectionEnd = CursorPos; BufDirty = true; BufTextLen += new_text_len; + if (CursorPos >= pos) + CursorPos += new_text_len; + CursorPos = ImClamp(CursorPos, 0, BufTextLen); + SelectionStart = SelectionEnd = CursorPos; +} + +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); + ImFontGlyph* glyph = g.FontBaked->FindGlyph('*'); + g.InputTextPasswordFontBackupFlags = g.Font->Flags; + backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex; + backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX; + backup->IndexLookup.swap(g.FontBaked->IndexLookup); + backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX); + g.Font->Flags |= ImFontFlags_NoLoadGlyphs; + g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph); + g.FontBaked->FallbackAdvanceX = glyph->AdvanceX; +} + +void ImGui::PopPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + g.Font->Flags = g.InputTextPasswordFontBackupFlags; + g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex; + g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX; + g.FontBaked->IndexLookup.swap(backup->IndexLookup); + g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX); + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); } // Return false to discard a character. @@ -3999,7 +4384,13 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im if (c < 0x20) { bool pass = false; - pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; if (!pass) return false; @@ -4028,15 +4419,15 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: - // ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *ctx; - const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint; + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) if (c == '.' || c == ',') c = c_decimal_point; - // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) @@ -4090,19 +4481,11 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im return true; } -// Find the shortest single replacement we can make to get the new text from the old text. -// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. // FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. -static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) { - ImGuiContext& g = *GImGui; - const ImWchar* old_buf = state->TextW.Data; - const int old_length = state->CurLenW; - const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); - g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); - ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; - ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); - const int shorter_length = ImMin(old_length, new_length); int first_diff; for (first_diff = 0; first_diff < shorter_length; first_diff++) @@ -4111,7 +4494,7 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st if (first_diff == old_length && first_diff == new_length) return; - int old_last_diff = old_length - 1; + int old_last_diff = old_length - 1; int new_last_diff = new_length - 1; for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) if (old_buf[old_last_diff] != new_buf[new_last_diff]) @@ -4120,9 +4503,9 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st const int insert_len = new_last_diff - first_diff + 1; const int delete_len = old_last_diff - first_diff + 1; if (insert_len > 0 || delete_len > 0) - if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) for (int i = 0; i < delete_len; i++) - p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); + p[i] = old_buf[first_diff + i]; } // As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) @@ -4143,19 +4526,109 @@ void ImGui::InputTextDeactivateHook(ImGuiID id) else { IM_ASSERT(state->TextA.Data != 0); - g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1); - memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); } } +static int* ImLowerBound(int* in_begin, int* in_end, int v) +{ + int* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + int* mid = in_p + count2; + if (*mid < v) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +// FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool? +// 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive) +static int InputTextLineIndexBuild(ImGuiInputTextFlags flags, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, float wrap_width, int max_output_buffer_size, const char** out_buf_end) +{ + ImGuiContext& g = *GImGui; + int size = 0; + const char* s; + if (flags & ImGuiInputTextFlags_WordWrap) + { + for (s = buf; s < buf_end; s = (*s == '\n') ? s + 1 : s) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, s, buf_end, wrap_width, ImDrawTextFlags_WrapKeepBlanks); + } + } + else if (buf_end != NULL) + { + for (s = buf; s < buf_end; s = s ? s + 1 : buf_end) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = (const char*)ImMemchr(s, '\n', buf_end - s); + } + } + else + { + const char* s_eol; + for (s = buf; ; s = s_eol + 1) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + if ((s_eol = strchr(s, '\n')) != NULL) + continue; + s += strlen(s); + break; + } + } + if (out_buf_end != NULL) + *out_buf_end = buf_end = s; + if (size == 0) + { + line_index->Offsets.push_back(0); + size++; + } + if (buf_end > buf && buf_end[-1] == '\n' && size <= max_output_buffer_size) + { + line_index->Offsets.push_back((int)(buf_end - buf)); + size++; + } + return size; +} + +static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextState* state, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, int cursor_n) +{ + const char* cursor_ptr = buf + cursor_n; + int* it_begin = line_index->Offsets.begin(); + int* it_end = line_index->Offsets.end(); + const int* it = ImLowerBound(it_begin, it_end, cursor_n); + if (it > it_begin) + if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0)) + it--; + + const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it); + const char* line_start = line_index->get_line_begin(buf, line_no); + ImVec2 offset; + offset.x = InputTextCalcTextSize(&g, line_start, cursor_ptr, buf_end, NULL, NULL, ImDrawTextFlags_WrapKeepBlanks).x; + offset.y = (line_no + 1) * g.FontSize; + return offset; +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. -// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are -// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); @@ -4165,6 +4638,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline does not not work with left-trimming + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Password) == 0); // WordWrap does not work with Password mode. + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Multiline) != 0); // WordWrap does not work in single-line mode. ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; @@ -4198,8 +4674,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; - // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. - if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + // Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput)) g.NavActivateId = 0; // Prevent NavActivate reactivating in BeginChild() when we are already active. @@ -4212,7 +4688,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); g.NavActivateId = backup_activate_id; PopStyleVar(3); PopStyleColor(); @@ -4235,14 +4711,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; } - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) flags |= ImGuiInputTextFlags_ReadOnly; const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; @@ -4251,6 +4731,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_resizable) IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + // Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches. + // Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible. + const bool is_wordwrap = (flags & ImGuiInputTextFlags_WordWrap) != 0; + float wrap_width = 0.0f; + 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 user_clicked = hovered && io.MouseClicked[0]; @@ -4261,63 +4748,64 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf); - const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. + 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_state = (init_make_active || user_scroll_active); - if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf) + if (init_reload_from_user_buf) + { + int new_len = (int)ImStrlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below + } + else if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. state = &g.InputTextState; state->CursorAnimReset(); - state->ReloadUserBuf = false; // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) InputTextDeactivateHook(state->ID); + // Take a copy of the initial buffer value. // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); - if (!init_reload_from_user_buf) - { - // Take a copy of the initial buffer value. - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); - } + const int buf_len = (int)ImStrlen(buf); + IM_ASSERT(((buf_len + 1 <= buf_size) || (buf_len == 0 && buf_size == 0)) && "Is your input buffer properly zero-terminated?"); + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? - bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf); - if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; // Start edition - const char* buf_end = NULL; state->ID = id; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - - if (recycle_state) + state->TextLen = buf_len; + if (!is_readonly) { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - state->CursorClamp(); - } - else - { - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); } - if (init_reload_from_user_buf) - { - state->Stb.select_start = state->ReloadSelectionStart; - state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd; - state->CursorClamp(); - } - else if (!is_multiline) + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (!recycle_state) + stb_textedit_initialize_state(state->Stb, !is_multiline); + + if (!is_multiline) { if (flags & ImGuiInputTextFlags_AutoSelectAll) select_all = true; @@ -4328,7 +4816,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (flags & ImGuiInputTextFlags_AlwaysOverwrite) - state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) } const bool is_osx = io.ConfigMacOSXBehaviors; @@ -4342,15 +4830,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id) { // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); if (user_clicked) SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetKeyOwner(ImGuiKey_Enter, id); - SetKeyOwner(ImGuiKey_KeypadEnter, id); - SetKeyOwner(ImGuiKey_Home, id); - SetKeyOwner(ImGuiKey_End, id); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } if (is_multiline) { SetKeyOwner(ImGuiKey_PageUp, id); @@ -4359,7 +4851,21 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)ImStrlen(buf); + if (state != NULL) + state->CursorClamp(); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) if (g.ActiveId == id && state == NULL) @@ -4375,54 +4881,38 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool value_changed = false; bool validated = false; - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL && (render_cursor || render_selection)) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - render_selection &= state->HasSelection(); - } - // Select the buffer to render. - const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; - const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) + PushPasswordFont(); + + // Word-wrapping: attempt to keep cursor in view while resizing frame/parent + // FIXME-WORDWRAP: It would be better to preserve same relative offset. + if (is_wordwrap && state != NULL && state->ID == id && state->WrapWidth != wrap_width) { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); + state->CursorCenterY = true; + state->WrapWidth = wrap_width; + render_cursor = true; } // Process mouse inputs and character inputs - int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - backup_current_text_length = state->CurLenA; state->Edited = false; - state->BufCapacityA = buf_size; + state->BufCapacity = buf_size; state->Flags = flags; + state->WrapWidth = wrap_width; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. g.ActiveIdAllowOverlap = !io.MouseDown[0]; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); if (select_all) @@ -4432,34 +4922,36 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); const int multiclick_count = (io.MouseClickedCount[0] - 2); if ((multiclick_count % 2) == 0) { // Double-click: Select word - // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) - const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; - if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); - if (!STB_TEXT_HAS_SELECTION(&state->Stb)) - ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); - state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); - state->Stb.select_end = state->Stb.cursor; - ImStb::stb_textedit_clamp(state, &state->Stb); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); } else { // Triple-click: Select line - const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->WrapWidth = 0.0f; // Temporarily disable wrapping so we use real line start. state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + state->WrapWidth = wrap_width; if (!is_eol && is_multiline) { - ImSwap(state->Stb.select_start, state->Stb.select_end); - state->Stb.cursor = state->Stb.select_end; + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; } state->CursorFollow = false; } @@ -4470,15 +4962,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (hovered) { if (io.KeyShift) - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); else - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); state->CursorFollow = true; } @@ -4493,7 +4985,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } // FIXME: Implement Shift+Tab /* @@ -4504,7 +4996,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + // We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); if (io.InputQueueCharacters.Size > 0) { @@ -4516,7 +5008,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (c == '\t') // Skip Tab, see above. continue; if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } // Consume characters @@ -4531,25 +5023,26 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(state != NULL); const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); - state->Stb.row_count_per_page = row_count_per_page; + state->Stb->row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; - const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + 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_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); @@ -4584,11 +5077,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (is_enter_pressed || is_gamepad_validate) + else if (is_enter || is_ctrl_enter || is_gamepad_validate) { // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter)) { validated = true; if (io.ConfigInputTextEnterKeepActive && !is_multiline) @@ -4598,16 +5091,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (!is_readonly) { - unsigned int c = '\n'; // Insert new line + // Insert new line + unsigned int c = '\n'; if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } } else if (is_cancel) { if (flags & ImGuiInputTextFlags_EscapeClearsAll) { - if (buf[0] != 0) + if (state->TextA.Data[0] != 0) { revert_edit = true; } @@ -4636,22 +5130,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (is_cut || is_copy) { // Cut, Copy - if (io.SetClipboardTextFn) + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) { - const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); - ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); - SetClipboardText(clipboard_data); - MemFree(clipboard_data); + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); } if (is_cut) { if (!state->HasSelection()) state->SelectAll(); state->CursorFollow = true; - stb_textedit_cut(state, &state->Stb); + stb_textedit_cut(state, state->Stb); } } else if (is_paste) @@ -4659,24 +5153,29 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (const char* clipboard = GetClipboardText()) { // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; + const int clipboard_len = (int)ImStrlen(clipboard); + const char* clipboard_end = clipboard + clipboard_len; + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); for (const char* s = clipboard; *s != 0; ) { unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); + int in_len = ImTextCharFromUtf8(&c, s, clipboard_end); + s += in_len; if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)ImStrlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); } - clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); state->CursorFollow = true; } - MemFree(clipboard_filtered); } } @@ -4695,51 +5194,36 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (flags & ImGuiInputTextFlags_EscapeClearsAll) { // Clear input - IM_ASSERT(buf[0] != 0); + IM_ASSERT(state->TextA.Data[0] != 0); apply_new_text = ""; apply_new_text_length = 0; value_changed = true; - IMSTB_TEXTEDIT_CHARTYPE empty_string; - stb_textedit_replace(state, &state->Stb, &empty_string, 0); + char empty_string = 0; + stb_textedit_replace(state, state->Stb, &empty_string, 0); } - else if (strcmp(buf, state->InitialTextA.Data) != 0) + else if (strcmp(state->TextA.Data, state->TextToRevertTo.Data) != 0) { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - // Push records into the undo stack so we can CTRL+Z the revert operation itself - apply_new_text = state->InitialTextA.Data; - apply_new_text_length = state->InitialTextA.Size - 1; + // Push records into the undo stack so we can Ctrl+Z the revert operation itself value_changed = true; - ImVector w_text; - if (apply_new_text_length > 0) - { - w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); - ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); - } - stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); } } - // Apply ASCII value - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } - - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer - // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. - // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage + // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId, + // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks. + // If we do that, need to ensure that as special case, 'validated == true' also writes back. + // This also allows the user to use InputText() without maintaining any user-side storage. // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { - // Apply new value immediately - copy modified buffer back + // Apply current edited text immediately. // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. // User callback if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) @@ -4781,18 +5265,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback_data.Flags = flags; callback_data.UserData = callback_user_data; + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + callback_data.EventKey = event_key; callback_data.Buf = callback_buf; - callback_data.BufTextLen = state->CurLenA; - callback_data.BufSize = state->BufCapacityA; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; callback_data.BufDirty = false; - - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; // Call user code callback(&callback_data); @@ -4800,31 +5286,29 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Read back what user may have modified callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.BufSize == state->BufCapacity); IM_ASSERT(callback_data.Flags == flags); - const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (buf_dirty) + if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) + state->CursorFollow = true; + state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); + state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); + state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); + if (callback_data.BufDirty) { - IM_ASSERT(!is_readonly); - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); - state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); } } } // Will copy result string if modified - if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) { - apply_new_text = state->TextA.Data; - apply_new_text_length = state->CurLenA; + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; value_changed = true; } } @@ -4846,9 +5330,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) if (apply_new_text != NULL) { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - // without any storage on user's side. + //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + //// without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); if (is_resizable) { @@ -4876,19 +5360,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Otherwise request text input ahead for next frame. if (g.ActiveId == id && clear_active_id) ClearActiveID(); - else if (g.ActiveId == id) - g.WantTextInputNextFrame = 1; // Render frame if (!is_multiline) { - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); + ImRect clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + if (is_multiline) + clip_rect.ClipWith(draw_window->ClipRect); // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. @@ -4896,20 +5380,64 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int buf_display_max_length = 2 * 1024 * 1024; const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopPasswordFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } if (is_displaying_hint) { buf_display = hint; - buf_display_end = hint + strlen(hint); + buf_display_end = hint + ImStrlen(hint); + } + else + { + if (render_cursor || render_selection || g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; //-V595 + else if (is_multiline && !is_wordwrap) + buf_display_end = NULL; // Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path. + else + buf_display_end = buf_display + ImStrlen(buf_display); } + // Calculate visibility + int line_visible_n0 = 0, line_visible_n1 = 1; + if (is_multiline) + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + + // Build line index for easy data access (makes code below simpler and faster) + ImGuiTextIndex* line_index = &g.InputTextLineIndex; + line_index->Offsets.resize(0); + int line_count = 1; + if (is_multiline) + { + // If scrolling is expected to change build full index. + // FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below. + bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection))); + line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end); + } + line_index->EndOffset = (int)(buf_display_end - buf_display); + line_visible_n1 = ImMin(line_visible_n1, line_count); + + // Store text height (we don't need width) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + //GetForegroundDrawList()->AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255)); + + // Calculate blinking cursor position + const ImVec2 cursor_offset = render_cursor && state ? InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state->Stb->cursor) : ImVec2(0.0f, 0.0f); + ImVec2 draw_scroll; + // Render text. We currently only render selection when the widget is active or while scrolling. - // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + const ImU32 text_col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); if (render_cursor || render_selection) { - IM_ASSERT(state != NULL); - if (!is_displaying_hint) - buf_display_end = buf_display + state->CurLenA; - // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) @@ -4917,60 +5445,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = state->TextW.Data; - ImVec2 cursor_offset, select_start_offset; - - { - // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = { NULL, NULL }; - int searches_result_line_no[2] = { -1000, -1000 }; - int searches_remaining = 0; - if (render_cursor) - { - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_result_line_no[0] = -1; - searches_remaining++; - } - if (render_selection) - { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_no[1] = -1; - searches_remaining++; - } - - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') - { - line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } - } - line_count++; - if (searches_result_line_no[0] == -1) - searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) - searches_result_line_no[1] = line_count; - - // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_no[0] * g.FontSize; - if (searches_result_line_no[1] >= 0) - { - select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_no[1] * g.FontSize; - } - - // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) - if (is_multiline) - text_size = ImVec2(inner_size.x, line_count * g.FontSize); - } + IM_ASSERT(state != NULL); + state->LineCount = line_count; // Scroll + float new_scroll_y = scroll_y; if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width @@ -4978,14 +5457,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { const float scroll_increment_x = inner_size.x * 0.25f; const float visible_width = inner_size.x - style.FramePadding.x; - if (cursor_offset.x < state->ScrollX) - state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - visible_width >= state->ScrollX) - state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); } else { - state->ScrollX = 0.0f; + state->Scroll.x = 0.0f; } // Vertical scroll @@ -4993,119 +5472,131 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) - scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + new_scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) - scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; - const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); - scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); - draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag - draw_window->Scroll.y = scroll_y; + new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; } - state->CursorFollow = false; } + if (state->CursorCenterY) + { + if (is_multiline) + new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5f - style.FramePadding.y); + state->CursorCenterY = false; + render_cursor = false; + } + if (new_scroll_y != scroll_y) + { + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(new_scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + line_visible_n1 = ImMin(line_visible_n1, line_count); + } // Draw selection - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + draw_scroll.x = state->Scroll.x; if (render_selection) { - const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + const ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + const float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + const float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + const float bg_eol_width = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. - float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + const char* text_selected_begin = buf_display + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = buf_display + ImMax(state->Stb->select_start, state->Stb->select_end); + for (int line_n = line_visible_n0; line_n < line_visible_n1; line_n++) { - if (rect_pos.y > clip_rect.w + g.FontSize) - break; - if (rect_pos.y < clip_rect.y) - { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit - //p = p ? p + 1 : text_selected_end; - while (p < text_selected_end) - if (*p++ == '\n') - break; - } - else - { - ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); - rect.ClipWith(clip_rect); - if (rect.Overlaps(clip_rect)) - draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); - } - rect_pos.x = draw_pos.x - draw_scroll.x; - rect_pos.y += g.FontSize; - } - } + const char* p = line_index->get_line_begin(buf_display, line_n); + const char* p_eol = line_index->get_line_end(buf_display, line_n); + const bool p_eol_is_wrap = (p_eol < buf_display_end && *p_eol != '\n'); + if (p_eol_is_wrap) + p_eol++; + const char* line_selected_begin = (text_selected_begin > p) ? text_selected_begin : p; + const char* line_selected_end = (text_selected_end < p_eol) ? text_selected_end : p_eol; - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } + float rect_width = 0.0f; + if (line_selected_begin < line_selected_end) + rect_width += CalcTextSize(line_selected_begin, line_selected_end).x; + if (text_selected_begin <= p_eol && text_selected_end > p_eol && !p_eol_is_wrap) + rect_width += bg_eol_width; // So we can see selected empty lines + if (rect_width == 0.0f) + continue; - // Draw blinking cursor - if (render_cursor) - { - state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) - { - g.PlatformImeData.WantVisible = true; - g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); - g.PlatformImeData.InputLineHeight = g.FontSize; + ImRect rect; + rect.Min.x = draw_pos.x - draw_scroll.x + CalcTextSize(p, line_selected_begin).x; + rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize; + rect.Max.x = rect.Min.x + rect_width; + rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize; + rect.Min.y -= bg_offy_up; + rect.ClipWith(clip_rect); + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } } } - else - { - // Render text only (no selection, no cursor) - if (is_multiline) - text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width - else if (!is_displaying_hint && g.ActiveId == id) - buf_display_end = buf_display + state->CurLenA; - else if (!is_displaying_hint) - buf_display_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + // Find render position for right alignment (single-line only) + if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft) + 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? + + // Render text + if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1)) + g.Font->RenderText(draw_window->DrawList, g.FontSize, + draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize), + text_col, clip_rect.AsVec4(), + line_index->get_line_begin(buf_display, line_visible_n0), + line_index->get_line_end(buf_display, line_visible_n1 - 1), + wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip); + + // Render blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031) + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + // This is required for some backends (SDL3) to start emitting character/text inputs. + // As per #6341, make sure we don't set that on the deactivating frame. + if (!is_readonly && g.ActiveId == id) { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler) + ime_data->WantVisible = true; + ime_data->WantTextInput = true; + ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + ime_data->InputLineHeight = g.FontSize; + ime_data->ViewportId = window->Viewport->ID; } } if (is_password && !is_displaying_hint) - PopFont(); + PopPasswordFont(); if (is_multiline) { - // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); - g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... // FIXME: This quite messy/tricky, should attempt to get rid of the child window. EndGroup(); - if (g.LastItemData.ID == 0) + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) { g.LastItemData.ID = id; - g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; g.LastItemData.StatusFlags = item_data_backup.StatusFlags; } } + if (state) + state->TextSrc = NULL; // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) @@ -5117,7 +5608,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + if (value_changed) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); @@ -5131,14 +5622,18 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) { #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::STB_TexteditState* stb_state = state->Stb; ImStb::StbUndoState* undo_state = &stb_state->undostate; Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); DebugLocateItemOnHover(state->ID); - Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("TextLen: %d, Cursor: %d%s, Selection: %d..%d", state->TextLen, stb_state->cursor, + (state->Flags & ImGuiInputTextFlags_WordWrap) ? (state->LastMoveDirectionLR == ImGuiDir_Left ? " (L)" : " (R)") : "", + stb_state->select_start, stb_state->select_end); + Text("BufCapacity: %d, LineCount: %d", state->BufCapacity, state->LineCount); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); - if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) // Visualize undo state + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state { PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) @@ -5147,11 +5642,10 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; if (undo_rec_type == ' ') BeginDisabled(); - char buf[64] = ""; - if (undo_rec_type != ' ' && undo_rec->char_storage != -1) - ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); - Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", - undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); if (undo_rec_type == ' ') EndDisabled(); } @@ -5213,7 +5707,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -5432,7 +5926,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) @@ -5660,7 +6154,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { @@ -5700,7 +6194,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) @@ -5876,8 +6370,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); - if (flags & ImGuiColorEditFlags_NoAlpha) - flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque)) + flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf); ImVec4 col_rgb = col; if (flags & ImGuiColorEditFlags_InputHSV) @@ -5896,25 +6390,28 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + else + window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; - if (col_source.w < 1.0f) + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb; + if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) { if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI } // Drag and Drop Source @@ -5933,7 +6430,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_)); return pressed; } @@ -5974,7 +6471,8 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_; + ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) { @@ -5999,8 +6497,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; + ImGuiContext& g = *GImGui; - g.LockMarkEdited++; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { @@ -6042,8 +6541,8 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) } g.ColorEditOptions = opts; + PopItemFlag(); EndPopup(); - g.LockMarkEdited--; } void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) @@ -6052,8 +6551,9 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; + ImGuiContext& g = *GImGui; - g.LockMarkEdited++; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); if (allow_opt_picker) { ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function @@ -6082,8 +6582,8 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (allow_opt_picker) Separator(); CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } + PopItemFlag(); EndPopup(); - g.LockMarkEdited--; } //------------------------------------------------------------------------- @@ -6093,6 +6593,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeV() // - TreeNodeEx() // - TreeNodeExV() +// - TreeNodeStoreStackData() [Internal] // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() @@ -6124,7 +6625,8 @@ bool ImGui::TreeNode(const char* label) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - return TreeNodeBehavior(window->GetID(label), 0, label, NULL); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); } bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) @@ -6142,8 +6644,8 @@ bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - - return TreeNodeBehavior(window->GetID(label), flags, label, NULL); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); } bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) @@ -6170,9 +6672,10 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; + ImGuiID id = window->GetID(str_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -6181,44 +6684,52 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; + ImGuiID id = window->GetID(ptr_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } -void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) { ImGuiContext& g = *GImGui; ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; - storage->SetInt(id, open ? 1 : 0); + return storage->GetInt(storage_id, 0) != 0; } -bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) { if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) { if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; - TreeNodeSetOpen(id, is_open); + TreeNodeSetOpen(storage_id, is_open); } else { // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. - const int stored_value = storage->GetInt(id, -1); + const int stored_value = storage->GetInt(storage_id, -1); if (stored_value == -1) { is_open = g.NextItemData.OpenVal; - TreeNodeSetOpen(id, is_open); + TreeNodeSetOpen(storage_id, is_open); } else { @@ -6228,7 +6739,7 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) } else { - is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; } // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). @@ -6239,6 +6750,31 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) return is_open; } +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + + // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees. + const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0; + tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX; + tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1; + tree_node_data->DrawLinesToNodesY2 = -FLT_MAX; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); + if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) + window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth); +} + +// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { ImGuiWindow* window = GetCurrentWindow(); @@ -6261,17 +6797,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); ImRect frame_bb; frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; frame_bb.Min.y = window->DC.CursorPos.y; - frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding, to the edge of InnerClipRect - // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f); + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; } ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); @@ -6279,56 +6815,67 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing ImRect interact_bb = frame_bb; - if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. - const float backup_clip_rect_min_x = window->ClipRect.Min.x; - const float backup_clip_rect_max_x = window->ClipRect.Max.x; - if (span_all_columns) + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; - } - - // Compute open and multi-select states before ItemAdd() as it clear NextItem data. - bool is_open = TreeNodeUpdateNextOpen(id, flags); - bool item_add = ItemAdd(interact_bb, id); - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - g.LastItemData.DisplayRect = frame_bb; - - if (span_all_columns) - { + is_visible = ItemAdd(interact_bb, id); window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } + else + { + is_visible = ItemAdd(interact_bb, id); + } + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; - // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled: // Store data for the current depth to allow returning to this node from any child item. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). - // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. - // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - { - g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1); - ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); - nav_tree_node_data->ID = id; - nav_tree_node_data->InFlags = g.LastItemData.InFlags; - nav_tree_node_data->NavRect = g.LastItemData.NavRect; - window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); - } + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0) + flags |= g.Style.TreeLinesFlags; + const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f); + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + store_tree_node_stack_data = draw_tree_lines; + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - if (!item_add) + if (!is_visible) { + if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1)))) + { + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway. + if (frame_bb.Min.y >= window->ClipRect.Max.y) + window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done + } + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } - if (span_all_columns) + if (span_all_columns || span_all_columns_label) { TablePushBackgroundChannel(); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; @@ -6336,7 +6883,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l } ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; - if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) button_flags |= ImGuiButtonFlags_AllowOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; @@ -6347,8 +6894,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); - if (window != g.HoveredWindow || !is_mouse_x_over_arrow) - button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. @@ -6365,10 +6914,26 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; else button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + if (flags & ImGuiTreeNodeFlags_NoNavFocus) + button_flags |= ImGuiButtonFlags_NoNavFocus; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool toggled = false; @@ -6376,18 +6941,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed && g.DragDropHoldJustPressedId != id) { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) - toggled = true; + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) - toggled = true; + toggled = true; // Double click } else if (pressed && g.DragDropHoldJustPressedId == id) { IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) @@ -6406,68 +6973,147 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (toggled) { is_open = !is_open; - window->DC.StateStorage->SetInt(id, is_open); + window->DC.StateStorage->SetInt(storage_id, is_open); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } - // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; - if (display_frame) { - // Framed type - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); - else // Leaf without bullet, left-adjusted text - text_pos.x -= text_offset_x -padding.x; - if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) - frame_bb.Max.x -= g.FontSize + style.FramePadding.x; - - if (g.LogEnabled) - LogSetNextTextDecoration("###", "###"); - } - else - { - // Unframed typed for tree nodes - if (hovered || selected) + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) { + // Framed type const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); } - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); - if (g.LogEnabled) - LogSetNextTextDecoration(">", NULL); + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (draw_tree_lines) + TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f)); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); } - if (span_all_columns) - TablePopBackgroundChannel(); - - // Label - if (display_frame) - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - else - RenderText(text_pos, label, label_end, false); - + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushOverrideID(id); + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } +// Draw horizontal line from our parent node +// This is only called for visible child nodes so we are not too fussy anymore about performances +void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0) + return; + + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + float x1 = ImTrunc(parent_data->DrawLinesX1); + float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x); + float y = ImTrunc(target_pos.y); + float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding); + if (x1 >= x2) + return; + if (rounding > 0.0f) + { + x1 += 0.5f + rounding; + window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3); + if (x1 < x2) + window->DrawList->PathLineTo(ImVec2(x2, y)); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize); + } + else + { + window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + } +} + +// Draw vertical line of the hierarchy +void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y); + float y2 = data->DrawLinesToNodesY2; + if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull) + { + float y2_full = window->DC.CursorPos.y; + if (g.CurrentTable) + y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full); + y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f); + if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y + y2 = y2_full; + } + y2 = ImMin(y2, window->ClipRect.Max.y); + if (y2 <= y1) + return; + float x = ImTrunc(data->DrawLinesX1); + if (data->DrawLinesTableColumn != -1) + TablePushColumnChannel(data->DrawLinesTableColumn); + window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + if (data->DrawLinesTableColumn != -1) + TablePopColumnChannel(); +} + void ImGui::TreePush(const char* str_id) { ImGuiWindow* window = GetCurrentWindow(); @@ -6502,16 +7148,24 @@ void ImGui::TreePop() window->DC.TreeDepth--; ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); - // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) - if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) { - ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); - IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back()); - if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data); - g.NavTreeNodeStack.pop_back(); + const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + IM_ASSERT(data->ID == window->IDStack.back()); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled) + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + + // Draw hierarchy lines + if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y) + TreeNodeDrawLineToTreePop(data); + + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; } - window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); @@ -6530,11 +7184,21 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; g.NextItemData.OpenVal = is_open; g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); } +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; +} + // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). // This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) @@ -6542,8 +7206,8 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - - return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } // p_visible == NULL : regular collapsing header @@ -6618,12 +7282,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); - // Text stays at the submission position, but bounding box may be extended on both sides - const ImVec2 text_min = pos; - const ImVec2 text_max(min_x + size.x, pos.y + size.y); - // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. - ImRect bb(min_x, pos.y, text_max.x, text_max.y); + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; @@ -6637,25 +7298,29 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. - const float backup_clip_rect_min_x = window->ClipRect.Min.x; - const float backup_clip_rect_max_x = window->ClipRect.Max.x; + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; if (span_all_columns) { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; - } - - const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); - if (span_all_columns) - { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } - if (!item_add) - return false; + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (disabled_item && !disabled_global) // Only testing this as an optimization @@ -6680,47 +7345,73 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } - if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + // Multi-selection support (header) const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + bool auto_selected = false; - // Auto-select when moved into - // - This will be more fully fleshed in the range-select branch - // - This is not exposed as it won't nicely work with some user side handling of shift/control - // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons - // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) - // - (2) usage will fail with clipped items - // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. - if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) - if (g.NavJustMovedToId == id) - selected = pressed = true; + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id && (g.NavJustMovedToKeyMods & ImGuiMod_Ctrl) == 0) + selected = pressed = auto_selected = true; + } - // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { - if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) - g.NavDisableHighlight = true; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } } if (pressed) MarkItemEdited(id); - // In this branch, Selectable() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + if (selected != was_selected) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - if (hovered || selected) + if (is_visible) { - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } } - if (g.NavId == id) - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns) { @@ -6730,15 +7421,20 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl PopColumnsBackground(); } - RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if (is_visible) + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && !auto_selected && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) CloseCurrentPopup(); if (disabled_item && !disabled_global) EndDisabled(); + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; //-V1020 } @@ -6790,7 +7486,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f // Append to buffer const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; - int buffer_len = (int)strlen(data->SearchBuffer); + int buffer_len = (int)ImStrlen(data->SearchBuffer); bool select_request = false; for (ImWchar w : g.IO.InputQueueCharacters) { @@ -6874,7 +7570,7 @@ static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) // When SingleCharMode is set: // - it is better to NOT display a tooltip of other on-screen display indicator. // - the index of the currently focused item is required. -// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) { if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. @@ -6885,7 +7581,7 @@ int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, else idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); if (idx != -1) - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); return idx; } @@ -6944,20 +7640,939 @@ void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) #endif } +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} //------------------------------------------------------------------------- // [SECTION] Widgets: Multi-Select support //------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (Ctrl+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) { // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. ImGuiContext& g = *GImGui; - g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } } +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease)) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015 + if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each. + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox @@ -6968,8 +8583,10 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d //------------------------------------------------------------------------- // This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" -// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; @@ -7105,9 +8722,10 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) return -1; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -7347,12 +8965,13 @@ bool ImGui::BeginMenuBar() IM_ASSERT(!window->DC.MenuBarAppending); BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore - PushID("##menubar"); + PushID("##MenuBar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f); ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -7373,6 +8992,10 @@ void ImGui::EndMenuBar() return; ImGuiContext& g = *GImGui; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { @@ -7388,17 +9011,20 @@ void ImGui::EndMenuBar() IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. - g.NavDisableMouseHover = g.NavMousePosDirty = true; + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } - IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" - IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); - IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. @@ -7438,9 +9064,9 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im // Report our size into work area (for next frame) using actual window size if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) - viewport->BuildWorkOffsetMin[axis] += axis_size; + viewport->BuildWorkInsetMin[axis] += axis_size; else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) - viewport->BuildWorkOffsetMax[axis] -= axis_size; + viewport->BuildWorkInsetMax[axis] += axis_size; } window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; @@ -7465,22 +9091,33 @@ bool ImGui::BeginMainMenuBar() float height = GetFrameHeight(); bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - - if (is_open) - BeginMenuBar(); - else + if (!is_open) + { End(); + return false; + } + + // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) + g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings; + BeginMenuBar(); return is_open; } void ImGui::EndMainMenuBar() { + ImGuiContext& g = *GImGui; + if (!g.CurrentWindow->DC.MenuBarAppending) + { + IM_ASSERT_USER_ERROR(0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar + return; + } + EndMenuBar(); + g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356) // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); End(); @@ -7533,7 +9170,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; @@ -7561,18 +9198,19 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) bool pressed; // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { - // Menu inside an horizontal menu bar + // Menu inside a horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); float w = label_size.x; ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + LogSetNextTextDecoration("[", "]"); RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). @@ -7581,7 +9219,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); @@ -7589,6 +9227,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + LogSetNextTextDecoration("", ">"); RenderText(text_pos, label); if (icon_w > 0.0f) RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); @@ -7597,7 +9236,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (!enabled) EndDisabled(); - const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; if (menuset_is_open) PopItemFlag(); @@ -7632,7 +9271,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) - if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) want_close = true; // Open @@ -7647,7 +9286,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { want_open = want_open_nav_init = true; NavMoveRequestCancel(); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } } else @@ -7693,7 +9332,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) ImGuiLastItemData last_item_in_parent = g.LastItemData; SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); if (menu_is_open) { @@ -7776,7 +9415,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut float w = label_size.x; window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) @@ -7787,7 +9426,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut { // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); @@ -7802,6 +9441,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut if (shortcut_w > 0.0f) { PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + LogSetNextTextDecoration("(", ")"); RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } @@ -7864,6 +9504,7 @@ struct ImGuiTabBarSection { int TabCount; // Number of tabs in this section. float Width; // Sum of width of tabs in this section (after shrinking down) + float WidthAfterShrinkMinWidth; float Spacing; // Horizontal spacing at the end of the section. ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } @@ -7924,6 +9565,19 @@ static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) return ImGuiPtrOrIndex(tab_bar); } +ImGuiTabBar* ImGui::TabBarFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.TabBars.GetByKey(id); +} + +// Remove TabBar data (currently only used by TestEngine) +void ImGui::TabBarRemove(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + g.TabBars.Remove(tab_bar->ID, tab_bar); +} + bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { ImGuiContext& g = *GImGui; @@ -7935,8 +9589,8 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; - tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); - tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) flags |= ImGuiTabBarFlags_IsFocused; return BeginTabBarEx(tab_bar, tab_bar_bb, flags); @@ -7956,6 +9610,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; + tab_bar->Window = window; // Append with multiple BeginTabBar()/EndTabBar() pairs. tab_bar->BackupCursorPos = window->DC.CursorPos; @@ -8055,6 +9710,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; + // Track selected tab when resizing our parent down + const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth()); + tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth(); + // Garbage collect by compacting list // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) int tab_dst_n = 0; @@ -8131,6 +9790,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + // Minimum shrink width + const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f; + // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; int curr_section_n = -1; @@ -8153,10 +9815,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const char* tab_name = TabBarGetTabName(tab_bar, tab); const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + if ((tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase); int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down @@ -8168,19 +9833,28 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) } // Compute total ideal width (used for e.g. auto-resizing a window) + float width_all_tabs_after_min_width_shrink = 0.0f; tab_bar->WidthAllTabsIdeal = 0.0f; for (int section_n = 0; section_n < 3; section_n++) + { tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing; + } // Horizontal scrolling buttons - // (note that TabBarScrollButtons() will alter BarRect.Max.x) - if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + // Important: note that TabBarScrollButtons() will alter BarRect.Max.x. + const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink; + tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll); + if (tab_bar->ScrollButtonEnabled) if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { scroll_to_tab_id = scroll_and_select_tab->ID; if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) tab_bar->SelectedTabId = scroll_to_tab_id; } + if (scroll_to_tab_id == 0 && scroll_to_selected_tab) + scroll_to_tab_id = tab_bar->SelectedTabId; // Shrink widths if full tabs don't fit in their allocated space float section_0_w = sections[0].Width + sections[0].Spacing; @@ -8194,11 +9868,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore - if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible)) { int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); - ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width); // Apply shrunk values into tabs and sections for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) @@ -8241,7 +9916,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->TabsNames.Buf.resize(0); // If we have lost the selected tab, select the next most recently active one - if (found_selected_tab_id == false) + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (found_selected_tab_id == false && !tab_bar_appearing) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; @@ -8253,7 +9929,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Apply request requests if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); - else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) { const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; @@ -8428,6 +10104,13 @@ void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) tab_bar->NextSelectedTabId = tab->ID; } +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) { IM_ASSERT(offset != 0); @@ -8520,17 +10203,19 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true); const float backup_repeat_delay = g.IO.KeyRepeatDelay; const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) select_dir = -1; window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) select_dir = +1; + PopItemFlag(); PopStyleColor(2); g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; @@ -8628,7 +10313,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } - IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) @@ -8674,6 +10359,23 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } +void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + SetNextItemWidth(width); + TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL); +} + bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done @@ -8724,7 +10426,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); tab->RequestedWidth = -1.0f; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) size.x = tab->RequestedWidth = g.NextItemData.Width; if (tab_is_new) tab->Width = ImMax(1.0f, size.x); @@ -8747,7 +10449,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else { tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); } // Update selected tab @@ -8761,7 +10463,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Lock visibility - // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; @@ -8819,8 +10521,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); if (g.DragDropActive) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + bool hovered, held, pressed; + if (flags & ImGuiTabItemFlags_Invisible) + hovered = held = pressed = false; + else + pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) TabBarQueueFocus(tab_bar, tab); @@ -8852,36 +10557,59 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, #endif // Render tab shape - ImDrawList* display_draw_list = window->DrawList; - const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); - TabItemBackground(display_draw_list, bb, flags, tab_col); - if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline)) + const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible); + if (is_visible) { - float x_offset = IM_TRUNC(0.4f * style.TabRounding); - if (x_offset < 2.0f * g.CurrentDpiScale) - x_offset = 0.0f; - float y_offset = 1.0f * g.CurrentDpiScale; - display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), 2.0f * g.CurrentDpiScale); - } - RenderNavHighlight(bb, id); + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + // Might be moved to TabItemBackground() ? + ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline); + if (style.TabRounding > 0.0f) + { + float rounding = style.TabRounding; + display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9); + display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11); + display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize); + } + else + { + display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize); + } + } + RenderNavCursor(bb, id); - // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. - const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); - if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) - TabBarQueueFocus(tab_bar, tab); + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); - if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) - flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; - // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; - bool just_closed; - bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); - if (just_closed && p_open != NULL) - { - *p_open = false; - TabBarCloseTab(tab_bar, tab); + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); } // Restore main window position so user can draw there @@ -8889,15 +10617,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip - // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) - // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) - // FIXME: This is a mess. - // FIXME: We may want disabled tab to still display the tooltip? - if (text_clipped && g.HoveredId == id && !held) - if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) - SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); - IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected if (is_tab_button) return pressed; @@ -8987,13 +10706,12 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, #endif // Render text label (with clipping + alpha gradient) + unsaved marker - ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); - ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); // Return clipped state ignoring the close button if (out_text_clipped) { - *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x; //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } @@ -9007,13 +10725,24 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false bool close_button_pressed = false; bool close_button_visible = false; - if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) - close_button_visible = true; - bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. - if (close_button_visible) + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f; + RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker)); + } + else if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; if (CloseButton(close_button_id, button_pos)) @@ -9021,26 +10750,29 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, g.LastItemData = last_item_backup; // Close with middle mouse button - if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; } - else if (unsaved_marker_visible) - { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); - RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); - } // This is all rather complicated // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. - float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + float ellipsis_max_x = text_ellipsis_clip_bb.Max.x; if (close_button_visible || unsaved_marker_visible) { - text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); - text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; - ellipsis_max_x = text_pixel_clip_bb.Max.x; + const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f; + if (visible_without_hover) + { + text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f; + ellipsis_max_x -= button_sz * 0.90f; + } + else + { + text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f; + } } - RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL, &label_size); #if 0 if (!is_contents_visible) diff --git a/third_party/imgui/imstb_textedit.h b/third_party/imgui/imstb_textedit.h index 783054ab95..583508f0b6 100644 --- a/third_party/imgui/imstb_textedit.h +++ b/third_party/imgui/imstb_textedit.h @@ -3,7 +3,10 @@ // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) -// Grep for [DEAR IMGUI] to find the changes. +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. +// Grep for [DEAR IMGUI] to find some changes. // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // stb_textedit.h - v1.14 - public domain - Sean Barrett @@ -37,6 +40,7 @@ // // VERSION HISTORY // +// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. // 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash @@ -139,12 +143,14 @@ // with previous char) // STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character // (return type is int, -1 means not valid to insert) +// (not supported if you want to use UTF-8, see below) // STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based // STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize // as manually wordwrapping for end-of-line positioning // // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i -// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// returns number of characters actually inserted. [DEAR IMGUI] // // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // @@ -176,6 +182,13 @@ // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // +// To support UTF-8: +// +// STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character +// STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character +// Do NOT define STB_TEXTEDIT_KEYTOTEXT. +// Instead, call stb_textedit_text() directly for text contents. +// // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, @@ -209,6 +222,7 @@ // int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) // void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) // // Each of these functions potentially updates the string and updates the // state. @@ -243,7 +257,14 @@ // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to -// anything other type you wante before including. +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: (added 2025) +// call this to directly send text input the textfield, which is required +// for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT() +// cannot infer text length. // // // When rendering, you can read the cursor position and selection state from @@ -318,7 +339,7 @@ typedef struct int undo_char_point, redo_char_point; } StbUndoState; -typedef struct +typedef struct STB_TexteditState { ///////////////////// // @@ -392,6 +413,16 @@ typedef struct #define IMSTB_TEXTEDIT_memmove memmove #endif +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1) +#endif ///////////////////////////////////////////////////////////////////////////// // @@ -399,7 +430,7 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y, int* out_side_on_line) { StbTexteditRow r; int n = STB_TEXTEDIT_STRINGLEN(str); @@ -409,6 +440,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) r.x0 = r.x1 = 0; r.ymin = r.ymax = 0; r.num_chars = 0; + *out_side_on_line = 0; // search rows to find one that straddles 'y' while (i < n) { @@ -428,7 +460,10 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) // below all text, return 'after' last character if (i >= n) + { + *out_side_on_line = 1; return n; + } // check if it's before the beginning of the line if (x < r.x0) @@ -438,13 +473,14 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) if (x < r.x1) { // search characters in row for one that straddles 'x' prev_x = r.x0; - for (k=0; k < r.num_chars; ++k) { + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { float w = STB_TEXTEDIT_GETWIDTH(str, i, k); if (x < prev_x+w) { + *out_side_on_line = (k == 0) ? 0 : 1; if (x < prev_x+w/2) return k+i; else - return k+i+1; + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); } prev_x += w; } @@ -452,6 +488,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) } // if the last character is a newline, return that. otherwise return 'after' the last character + *out_side_on_line = 1; if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) return i+r.num_chars-1; else @@ -463,6 +500,7 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st { // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text + int side_on_line; if( state->single_line ) { StbTexteditRow r; @@ -470,16 +508,18 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st y = r.ymin; } - state->cursor = stb_text_locate_coord(str, x, y); + state->cursor = stb_text_locate_coord(str, x, y, &side_on_line); state->select_start = state->cursor; state->select_end = state->cursor; state->has_preferred_x = 0; + str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left); } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { int p = 0; + int side_on_line; // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text @@ -493,8 +533,9 @@ static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *sta if (state->select_start == state->select_end) state->select_start = state->cursor; - p = stb_text_locate_coord(str, x, y); + p = stb_text_locate_coord(str, x, y, &side_on_line); state->cursor = state->select_end = p; + str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left); } ///////////////////////////////////////////////////////////////////////////// @@ -544,6 +585,8 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (n < i + r.num_chars) break; + if (str->LastMoveDirectionLR == ImGuiDir_Right && str->Stb->cursor > 0 && str->Stb->cursor == i + r.num_chars && STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] Wrapping point handling + break; if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line break; // [DEAR IMGUI] prev_start = i; @@ -563,7 +606,7 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING // now scan to find xpos find->x = r.x0; - for (i=0; first+i < n; ++i) + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } @@ -640,6 +683,35 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt } } +// [DEAR IMGUI] Extracted this function so we can more easily add support for word-wrapping. +#ifndef STB_TEXTEDIT_MOVELINESTART +static int stb_textedit_move_line_start(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor) +{ + if (state->single_line) + return 0; + while (cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, cursor); + if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE) + break; + cursor = prev; + } + return cursor; +} +#define STB_TEXTEDIT_MOVELINESTART stb_textedit_move_line_start +#endif +#ifndef STB_TEXTEDIT_MOVELINEEND +static int stb_textedit_move_line_end(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->single_line) + return n; + while (cursor < n && STB_TEXTEDIT_GETCHAR(str, cursor) != STB_TEXTEDIT_NEWLINE) + cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, cursor); + return cursor; +} +#define STB_TEXTEDIT_MOVELINEEND stb_textedit_move_line_end +#endif + #ifdef STB_TEXTEDIT_IS_SPACE static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) { @@ -649,9 +721,9 @@ static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) #ifndef STB_TEXTEDIT_MOVEWORDLEFT static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) { - --c; // always move at least one character - while( c >= 0 && !is_word_boundary( str, c ) ) - --c; + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character + while (c >= 0 && !is_word_boundary(str, c)) + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c); if( c < 0 ) c = 0; @@ -665,9 +737,9 @@ static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) { const int len = STB_TEXTEDIT_STRINGLEN(str); - ++c; // always move at least one character + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character while( c < len && !is_word_boundary( str, c ) ) - ++c; + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); if( c > len ) c = len; @@ -706,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS stb_textedit_clamp(str, state); stb_textedit_delete_selection(str,state); // try to insert the characters - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len); + if (len) { stb_text_makeundo_insert(state, state->cursor, len); state->cursor += len; state->has_preferred_x = 0; @@ -720,36 +793,47 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS #define STB_TEXTEDIT_KEYTYPE int #endif +// API key: process text input +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str, state); // implicitly clamps + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + // API key: process a keyboard input static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + // This is not suitable for UTF-8 support. int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { - IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c; - - // can't add newline in single-line mode - if (c == '\n' && state->single_line) - break; - - if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { - stb_text_makeundo_replace(str, state, state->cursor, 1, 1); - STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - ++state->cursor; - state->has_preferred_x = 0; - } - } else { - stb_textedit_delete_selection(str,state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - stb_text_makeundo_insert(state, state->cursor, 1); - ++state->cursor; - state->has_preferred_x = 0; - } - } + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); } +#endif break; } @@ -775,7 +859,7 @@ retry: stb_textedit_move_to_first(state); else if (state->cursor > 0) - --state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); state->has_preferred_x = 0; break; @@ -784,7 +868,7 @@ retry: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else - ++state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); stb_textedit_clamp(str, state); state->has_preferred_x = 0; break; @@ -794,7 +878,7 @@ retry: stb_textedit_prep_selection_at_cursor(state); // move selection left if (state->select_end > 0) - --state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); state->cursor = state->select_end; state->has_preferred_x = 0; break; @@ -844,7 +928,7 @@ retry: case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); // move selection right - ++state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); stb_textedit_clamp(str, state); state->cursor = state->select_end; state->has_preferred_x = 0; @@ -884,15 +968,16 @@ retry: // [DEAR IMGUI] // going down while being on the last line shouldn't bring us to that line end - if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) - break; + //if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + // break; // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i=0; i < row.num_chars; ++i) { + for (i=0; i < row.num_chars; ) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; @@ -900,10 +985,13 @@ retry: x += dx; if (x > goal_x) break; - ++state->cursor; + i += next - state->cursor; + state->cursor = next; } stb_textedit_clamp(str, state); + if (state->cursor == find.first_char + find.length) + str->LastMoveDirectionLR = ImGuiDir_Left; state->has_preferred_x = 1; state->preferred_x = goal_x; @@ -953,8 +1041,9 @@ retry: state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i=0; i < row.num_chars; ++i) { + for (i=0; i < row.num_chars; ) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; @@ -962,10 +1051,15 @@ retry: x += dx; if (x > goal_x) break; - ++state->cursor; + i += next - state->cursor; + state->cursor = next; } stb_textedit_clamp(str, state); + if (state->cursor == find.first_char) + str->LastMoveDirectionLR = ImGuiDir_Right; + else if (state->cursor == find.prev_first) + str->LastMoveDirectionLR = ImGuiDir_Left; state->has_preferred_x = 1; state->preferred_x = goal_x; @@ -975,10 +1069,15 @@ retry: // go to previous line // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; - while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) - --prev_scan; + while (prev_scan > 0) + { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan); + if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE) + break; + prev_scan = prev; + } find.first_char = find.prev_first; - find.prev_first = prev_scan; + find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan); } break; } @@ -990,7 +1089,7 @@ retry: else { int n = STB_TEXTEDIT_STRINGLEN(str); if (state->cursor < n) - stb_textedit_delete(str, state, state->cursor, 1); + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); } state->has_preferred_x = 0; break; @@ -1002,8 +1101,9 @@ retry: else { stb_textedit_clamp(str, state); if (state->cursor > 0) { - stb_textedit_delete(str, state, state->cursor-1, 1); - --state->cursor; + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; } } state->has_preferred_x = 0; @@ -1051,10 +1151,7 @@ retry: case STB_TEXTEDIT_K_LINESTART: stb_textedit_clamp(str, state); stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor); state->has_preferred_x = 0; break; @@ -1062,13 +1159,9 @@ retry: case STB_TEXTEDIT_K_LINEEND2: #endif case STB_TEXTEDIT_K_LINEEND: { - int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; + stb_textedit_move_to_last(str, state); + state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor); state->has_preferred_x = 0; break; } @@ -1079,10 +1172,7 @@ retry: case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor); state->select_end = state->cursor; state->has_preferred_x = 0; break; @@ -1091,13 +1181,9 @@ retry: case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { - int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor); state->select_end = state->cursor; state->has_preferred_x = 0; break; @@ -1272,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) // check type of recorded action: if (u.insert_length) { // easy case: was a deletion, so we need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); s->undo_char_point -= u.insert_length; } @@ -1323,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) if (r.insert_length) { // easy case: need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); s->redo_char_point += r.insert_length; } diff --git a/third_party/imgui/imstb_truetype.h b/third_party/imgui/imstb_truetype.h index 976f09cb92..cf33289f61 100644 --- a/third_party/imgui/imstb_truetype.h +++ b/third_party/imgui/imstb_truetype.h @@ -4516,8 +4516,8 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex q2[0] = (float)x2; q2[1] = (float)y2; if (equal(q0,q1) || equal(q1,q2)) { - x0 = (int)verts[i-1].x; - y0 = (int)verts[i-1].y; + x0 = (int)verts[i-1].x; //-V1048 + y0 = (int)verts[i-1].y; //-V1048 x1 = (int)verts[i ].x; y1 = (int)verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { diff --git a/third_party/imgui/misc/README.txt b/third_party/imgui/misc/README.txt index b4ce89f038..58c00ee8cb 100644 --- a/third_party/imgui/misc/README.txt +++ b/third_party/imgui/misc/README.txt @@ -4,8 +4,8 @@ misc/cpp/ This is also an example of how you may wrap your own similar types. misc/debuggers/ - Helper files for popular debuggers. - With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. + Helper files for popular debuggers (Visual Studio, GDB, LLDB). + e.g. With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. misc/fonts/ Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). diff --git a/third_party/imgui/misc/cpp/README.txt b/third_party/imgui/misc/cpp/README.txt index 17f0a3cd32..f865c1b3e1 100644 --- a/third_party/imgui/misc/cpp/README.txt +++ b/third_party/imgui/misc/cpp/README.txt @@ -9,5 +9,9 @@ imgui_scoped.h Try by merging: https://github.com/ocornut/imgui/pull/2197 Discuss at: https://github.com/ocornut/imgui/issues/2096 -See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +imgui-module: + C++20 module binding + https://github.com/stripe2933/imgui-module + +See more C++ related extension (fmt, RAII, syntactic sugar) on Wiki: https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness diff --git a/third_party/imgui/misc/cpp/imgui_stdlib.cpp b/third_party/imgui/misc/cpp/imgui_stdlib.cpp index cf69aa89a6..282ca62349 100644 --- a/third_party/imgui/misc/cpp/imgui_stdlib.cpp +++ b/third_party/imgui/misc/cpp/imgui_stdlib.cpp @@ -1,13 +1,26 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) + // This is also an example of how you may wrap your own similar types. +// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility, +// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string -// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// Usage: +// { +// #include "misc/cpp/imgui_stdlib.h" +// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build. +// [...] +// std::string my_string; +// ImGui::InputText("my string", &my_string); +// } + +// See more C++ related extension (fmt, RAII, syntactic sugar) on Wiki: // https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_stdlib.h" // Clang warnings with -Weverything @@ -83,3 +96,5 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* #if defined(__clang__) #pragma clang diagnostic pop #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/misc/cpp/imgui_stdlib.h b/third_party/imgui/misc/cpp/imgui_stdlib.h index 835a808f2f..cf4b528bda 100644 --- a/third_party/imgui/misc/cpp/imgui_stdlib.h +++ b/third_party/imgui/misc/cpp/imgui_stdlib.h @@ -1,14 +1,28 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) + // This is also an example of how you may wrap your own similar types. +// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility, +// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string +// Usage: +// { +// #include "misc/cpp/imgui_stdlib.h" +// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build. +// [...] +// std::string my_string; +// ImGui::InputText("my string", &my_string); +// } + // See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: // https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness #pragma once +#ifndef IMGUI_DISABLE + #include namespace ImGui @@ -19,3 +33,5 @@ namespace ImGui IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); } + +#endif // #ifndef IMGUI_DISABLE diff --git a/third_party/imgui/misc/debuggers/README.txt b/third_party/imgui/misc/debuggers/README.txt index 3f4ba83e3c..ad6f491fe6 100644 --- a/third_party/imgui/misc/debuggers/README.txt +++ b/third_party/imgui/misc/debuggers/README.txt @@ -14,3 +14,8 @@ imgui.natvis With this, types like ImVector<> will be displayed nicely in the debugger. (read comments inside file for details) +imgui_lldb.py + LLDB-based debuggers (*): synthetic children provider and summaries for Dear ImGui types. + With this, types like ImVector<> will be displayed nicely in the debugger. + (read comments inside file for details) + (*) Xcode, Android Studio, may be used from VS Code, C++Builder, CLion, Eclipse etc. diff --git a/third_party/imgui/misc/debuggers/imgui_lldb.py b/third_party/imgui/misc/debuggers/imgui_lldb.py new file mode 100644 index 0000000000..7d3c6bfcb5 --- /dev/null +++ b/third_party/imgui/misc/debuggers/imgui_lldb.py @@ -0,0 +1,189 @@ +# This file implements synthetic children providers and summaries for various Dear ImGui types for LLDB. +# LLDB is used by Xcode, Android Studio, and may be used from VS Code, C++Builder, CLion, Eclipse etc. + +# +# Useful links/documentation related to the feature: +# - https://lldb.llvm.org/use/variable.html#summary-strings +# - https://lldb.llvm.org/use/variable.html#synthetic-children +# - https://lldb.llvm.org/python_reference/lldb-module.html +# +# To use it in a debug session: +# > (lldb) command script import +# +# Alternatively you may include the above command in your ~/.lldbinit file to have the formatters +# available in all future sessions + +import lldb + +class ArraySynthBase(object): + """ + Helper baseclass aimed to reduce the boilerplate needed for "array-like" containers + """ + + def __init__(self, valobj, internal_dict): + self.valobj = valobj + + def bind_to(self, pointer, size): + array_p = pointer.GetType().GetPointeeType().GetArrayType(size).GetPointerType() + self.array = pointer.Cast(array_p).Dereference() + + def update(self): + self.array = self.valobj + + def num_children(self, max_children): + return self.array.GetNumChildren(max_children) + + def get_child_index(self, name): + return self.array.GetIndexOfChildWithName(name) + + def get_child_at_index(self, index): + return self.array.GetChildAtIndex(index) + + def has_children(self): + return self.array.MightHaveChildren() + + def get_value(self): + return self.array + +class ImVectorSynth(ArraySynthBase): + def update(self): + self.size = self.valobj.GetChildMemberWithName("Size").GetValueAsUnsigned() + self.capacity = self.valobj.GetChildMemberWithName("Capacity").GetValueAsUnsigned() + + data = self.valobj.GetChildMemberWithName("Data") + + self.bind_to(data, self.size) + + def get_summary(self): + return f"Size={self.size} Capacity={self.capacity}" + +class ImSpanSynth(ArraySynthBase): + def update(self): + data = self.valobj.GetChildMemberWithName("Data") + end = self.valobj.GetChildMemberWithName("DataEnd") + + element_size = data.GetType().GetPointeeType().GetByteSize() + array_size = end.GetValueAsUnsigned() - data.GetValueAsUnsigned() + + self.size = int(array_size / element_size) + + self.bind_to(data, self.size) + + def get_summary(self): + return f"Size={self.size}" + +class ImRectSummary(object): + def __init__(self, valobj, internal_dict): + self.valobj = valobj + + def update(self): + pass + + def get_summary(self): + min = self.valobj.GetChildMemberWithName("Min") + max = self.valobj.GetChildMemberWithName("Max") + + minX = float(min.GetChildMemberWithName("x").GetValue()) + minY = float(min.GetChildMemberWithName("y").GetValue()) + + maxX = float(max.GetChildMemberWithName("x").GetValue()) + maxY = float(max.GetChildMemberWithName("y").GetValue()) + + return f"Min=({minX}, {minY}) Max=({maxX}, {maxY}) Size=({maxX - minX}, {maxY - minY})" + +def get_active_enum_flags(valobj): + flag_set = set() + + enum_name = valobj.GetType().GetName() + "_" + enum_type = valobj.GetTarget().FindFirstType(enum_name) + + if not enum_type.IsValid(): + return flag_set + + enum_members = enum_type.GetEnumMembers() + value = valobj.GetValueAsUnsigned() + + for i in range(0, enum_members.GetSize()): + member = enum_members.GetTypeEnumMemberAtIndex(i) + + if value & member.GetValueAsUnsigned(): + flag_set.add(member.GetName().removeprefix(enum_name)) + + return flag_set + +class ImGuiWindowSummary(object): + def __init__(self, valobj, internal_dict): + self.valobj = valobj + + def update(self): + pass + + def get_summary(self): + name = self.valobj.GetChildMemberWithName("Name").GetSummary() + + active = self.valobj.GetChildMemberWithName("Active").GetValueAsUnsigned() != 0 + was_active = self.valobj.GetChildMemberWithName("WasActive").GetValueAsUnsigned() != 0 + hidden = self.valobj.GetChildMemberWithName("Hidden") != 0 + + flags = get_active_enum_flags(self.valobj.GetChildMemberWithName("Flags")) + + active = 1 if active or was_active else 0 + child = 1 if "ChildWindow" in flags else 0 + popup = 1 if "Popup" in flags else 0 + hidden = 1 if hidden else 0 + + return f"Name {name} Active {active} Child {child} Popup {popup} Hidden {hidden}" + + +def __lldb_init_module(debugger, internal_dict): + """ + This function will be automatically called by LLDB when the module is loaded, here + we register the various synthetics/summaries we have build before + """ + + category_name = "imgui" + category = debugger.GetCategory(category_name) + + # Make sure we don't accidentally keep accumulating languages or override the user's + # category enablement in Xcode, where lldb-rpc-server loads this file once for eac + # debugging session + if not category.IsValid(): + category = debugger.CreateCategory(category_name) + category.AddLanguage(lldb.eLanguageTypeC_plus_plus) + category.SetEnabled(True) + + def add_summary(typename, impl): + summary = None + + if isinstance(impl, str): + summary = lldb.SBTypeSummary.CreateWithSummaryString(impl) + summary.SetOptions(lldb.eTypeOptionCascade) + else: + # Unfortunately programmatic summary string generation is an entirely different codepath + # in LLDB. Register a convenient trampoline function which makes it look like it's part + # of the SyntheticChildrenProvider contract + summary = lldb.SBTypeSummary.CreateWithScriptCode(f''' + synth = {impl.__module__}.{impl.__qualname__}(valobj.GetNonSyntheticValue(), internal_dict) + synth.update() + + return synth.get_summary() + ''') + summary.SetOptions(lldb.eTypeOptionCascade | lldb.eTypeOptionFrontEndWantsDereference) + + category.AddTypeSummary(lldb.SBTypeNameSpecifier(typename, True), summary) + + def add_synthetic(typename, impl): + add_summary(typename, impl) + + synthetic = lldb.SBTypeSynthetic.CreateWithClassName(f"{impl.__module__}.{impl.__qualname__}") + synthetic.SetOptions(lldb.eTypeOptionCascade | lldb.eTypeOptionFrontEndWantsDereference) + + category.AddTypeSynthetic(lldb.SBTypeNameSpecifier(typename, True), synthetic) + + add_synthetic("^ImVector<.+>$", ImVectorSynth) + add_synthetic("^ImSpan<.+>$", ImSpanSynth) + + add_summary("^ImVec2$", "x=${var.x} y=${var.y}") + add_summary("^ImVec4$", "x=${var.x} y=${var.y} z=${var.z} w=${var.w}") + add_summary("^ImRect$", ImRectSummary) + add_summary("^ImGuiWindow$", ImGuiWindowSummary) diff --git a/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp b/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp index f41d20f757..da98831919 100644 --- a/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp +++ b/third_party/imgui/misc/fonts/binary_to_compressed_c.cpp @@ -2,10 +2,11 @@ // (binary_to_compressed_c.cpp) // Helper tool to turn a file into a C array, if you want to embed font data in your source code. -// The data is first compressed with stb_compress() to reduce source code size, -// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex) -// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) -// Note that even with compression, the output array is likely to be bigger than the binary file.. +// The data is first compressed with stb_compress() to reduce source code size. +// Then stored in a C array: +// - Base85: ~5 bytes of source code for 4 bytes of input data. 5 bytes stored in binary (suggested by @mmalex). +// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependent, need swapping on big-endian CPU. +// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependent. // Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF() // Build with, e.g: @@ -15,10 +16,12 @@ // You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui // Usage: -// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] +// binary_to_compressed_c.exe [-nocompress] [-nostatic] [-base85] // Usage example: // # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp // # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp +// Note: +// Base85 encoding will be obsoleted by future version of Dear ImGui! #define _CRT_SECURE_NO_WARNINGS #include @@ -31,23 +34,36 @@ typedef unsigned int stb_uint; typedef unsigned char stb_uchar; stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len); -static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static); +enum SourceEncoding +{ + SourceEncoding_U8, // New default since 2024/11 + SourceEncoding_U32, + SourceEncoding_Base85, +}; + +static bool binary_to_compressed_c(const char* filename, const char* symbol, SourceEncoding source_encoding, bool use_compression, bool use_static); int main(int argc, char** argv) { if (argc < 3) { - printf("Syntax: %s [-base85] [-nocompress] [-nostatic] \n", argv[0]); + printf("Syntax: %s [-u8|-u32|-base85] [-nocompress] [-nostatic] \n", argv[0]); + printf("Source encoding types:\n"); + printf(" -u8 = ~12 bytes of source per 4 bytes of data. 4 bytes in binary.\n"); + printf(" -u32 = ~11 bytes of source per 4 bytes of data. 4 bytes in binary. Need endianness swapping on big-endian.\n"); + printf(" -base85 = ~5 bytes of source per 4 bytes of data. 5 bytes in binary. Need decoder.\n"); return 0; } int argn = 1; - bool use_base85_encoding = false; bool use_compression = true; bool use_static = true; + SourceEncoding source_encoding = SourceEncoding_U8; // New default while (argn < (argc - 2) && argv[argn][0] == '-') { - if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; } + if (strcmp(argv[argn], "-u8") == 0) { source_encoding = SourceEncoding_U8; argn++; } + else if (strcmp(argv[argn], "-u32") == 0) { source_encoding = SourceEncoding_U32; argn++; } + else if (strcmp(argv[argn], "-base85") == 0) { source_encoding = SourceEncoding_Base85; argn++; } else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; } else @@ -57,7 +73,7 @@ int main(int argc, char** argv) } } - bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static); + bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], source_encoding, use_compression, use_static); if (!ret) fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); return ret ? 0 : 1; @@ -69,7 +85,7 @@ char Encode85Byte(unsigned int x) return (char)((x >= '\\') ? x + 1 : x); } -bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static) +bool binary_to_compressed_c(const char* filename, const char* symbol, SourceEncoding source_encoding, bool use_compression, bool use_static) { // Read file FILE* f = fopen(filename, "rb"); @@ -91,11 +107,11 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b // Output as Base85 encoded FILE* out = stdout; fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); - fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); const char* static_str = use_static ? "static " : ""; const char* compressed_str = use_compression ? "compressed_" : ""; - if (use_base85_encoding) + if (source_encoding == SourceEncoding_Base85) { + fprintf(out, "// Exported using binary_to_compressed_c.exe -base85 \"%s\" %s\n", filename, symbol); fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5); char prev_c = 0; for (int src_i = 0; src_i < compressed_sz; src_i += 4) @@ -113,15 +129,35 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b } fprintf(out, "\";\n\n"); } - else + else if (source_encoding == SourceEncoding_U8) { + // As individual bytes, not subject to endianness issues. + fprintf(out, "// Exported using binary_to_compressed_c.exe -u8 \"%s\" %s\n", filename, symbol); + fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz); + fprintf(out, "%sconst unsigned char %s_%sdata[%d] =\n{", static_str, symbol, compressed_str, (int)compressed_sz); + int column = 0; + for (int i = 0; i < compressed_sz; i++) + { + unsigned char d = *(unsigned char*)(compressed + i); + if (column == 0) + fprintf(out, "\n "); + column += fprintf(out, "%d,", d); + if (column >= 180) + column = 0; + } + fprintf(out, "\n};\n\n"); + } + else if (source_encoding == SourceEncoding_U32) + { + // As integers + fprintf(out, "// Exported using binary_to_compressed_c.exe -u32 \"%s\" %s\n", filename, symbol); fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz); fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4); int column = 0; for (int i = 0; i < compressed_sz; i += 4) { unsigned int d = *(unsigned int*)(compressed + i); - if ((column++ % 12) == 0) + if ((column++ % 14) == 0) fprintf(out, "\n 0x%08x, ", d); else fprintf(out, "0x%08x, ", d); diff --git a/third_party/imgui/misc/freetype/README.md b/third_party/imgui/misc/freetype/README.md index 275a538664..6ea6ad1aed 100644 --- a/third_party/imgui/misc/freetype/README.md +++ b/third_party/imgui/misc/freetype/README.md @@ -7,7 +7,7 @@ Build font atlases using FreeType instead of stb_truetype (which is the default 1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`). 2. Add imgui_freetype.h/cpp alongside your project files. -3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file +3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to make Dear ImGui automatically use the imgui_freetype loader. If your copy Dear ImGui is precompiled, you can always enable imgui_freetype by calling ImFontAtlas::SetFontLoader(). ### About Gamma Correct Blending @@ -38,7 +38,17 @@ You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain color ### Using OpenType SVG fonts (SVGinOT) - *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations. -- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT -- Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above - 1. Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`. - 2. Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`. +- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT. +- Two alternatives are possible to render SVG fonts: use "lunasvg" or "plutosvg". plutosvg will support some more fonts (e.g. NotoColorEmoji-Regular) and may load them faster. + +#### Using lunasvg +Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above +- Add `#define IMGUI_ENABLE_FREETYPE_LUNASVG` in your `imconfig.h`. +- Get latest lunasvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install lunasvg --triplet=x64-windows`. + +#### Using plutosvg (and plutovg) +- Add `#define IMGUI_ENABLE_FREETYPE_PLUTOSVG` in your `imconfig.h`. +- Get latest plutosvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install plutosvg --triplet=x64-windows`. Alternatively, if you build imgui from vcpkg, you just need to enable the plutosvg feature: `vcpkg install imgui[plutosvg] --triplet=x64-windows` +- If you prefer to build plutosvg manually: + - Compilation hints for plutovg: Compile all source files in `plutovg/source/*.c` + Add include directory: `plutovg/include` + `plutovg/stb` + - Compilation hints for plutosvg: Compile `plutosvg/source/plutosvg.c` + Add include directory: `plutosvg/source` + Add define: `PLUTOSVG_HAS_FREETYPE` + Link with: plutovg, freetype diff --git a/third_party/imgui/misc/freetype/imgui_freetype.cpp b/third_party/imgui/misc/freetype/imgui_freetype.cpp index 68e38ed95b..16bb9817ce 100644 --- a/third_party/imgui/misc/freetype/imgui_freetype.cpp +++ b/third_party/imgui/misc/freetype/imgui_freetype.cpp @@ -2,14 +2,17 @@ // (code) // Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype -// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut. +// Original code by @vuhdo (Aleksei Skriabin) in 2017, with improvements by @mikesart. +// Maintained since 2019 by @ocornut. // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025/06/11: refactored for the new ImFontLoader architecture, and ImGuiBackendFlags_RendererHasTextures support. +// 2024/10/17: added plutosvg support for SVG Fonts (seems faster/better than lunasvg). Enable by using '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG'. (#7927) // 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics. -// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591) +// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591) // 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. -// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. +// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns nullptr. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format. // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). @@ -32,7 +35,7 @@ // - For correct results you need to be using sRGB and convert to linear space in the pixel shader output. // - The default dear imgui styles will be impacted by this change (alpha values will need tweaking). -// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). +// FIXME: cfg.OversampleH, OversampleV are not supported, but generally not necessary with this rasterizer because Hinting makes everything look better. #include "imgui.h" #ifndef IMGUI_DISABLE @@ -43,14 +46,24 @@ #include FT_FREETYPE_H // #include FT_MODULE_H // #include FT_GLYPH_H // +#include FT_SIZES_H // #include FT_SYNTHESIS_H // -#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG +// Handle LunaSVG and PlutoSVG +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) && defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) +#error "Cannot enable both IMGUI_ENABLE_FREETYPE_LUNASVG and IMGUI_ENABLE_FREETYPE_PLUTOSVG" +#endif +#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG #include FT_OTSVG_H // #include FT_BBOX_H // #include +#endif +#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG +#include +#endif +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined (IMGUI_ENABLE_FREETYPE_PLUTOSVG) #if !((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) -#error IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12 +#error IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG requires FreeType version >= 2.12 #endif #endif @@ -94,662 +107,209 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ // Code //------------------------------------------------------------------------- -namespace +#define FT_CEIL(X) (((X + 63) & -64) / 64) // From SDL_ttf: Handy routines for converting from fixed point +#define FT_SCALEFACTOR 64.0f + +// Glyph metrics: +// -------------- +// +// xmin xmax +// | | +// |<-------- width -------->| +// | | +// | +-------------------------+----------------- ymax +// | | ggggggggg ggggg | ^ ^ +// | | g:::::::::ggg::::g | | | +// | | g:::::::::::::::::g | | | +// | | g::::::ggggg::::::gg | | | +// | | g:::::g g:::::g | | | +// offsetX -|-------->| g:::::g g:::::g | offsetY | +// | | g:::::g g:::::g | | | +// | | g::::::g g:::::g | | | +// | | g:::::::ggggg:::::g | | | +// | | g::::::::::::::::g | | height +// | | gg::::::::::::::g | | | +// baseline ---*---------|---- gggggggg::::::g-----*-------- | +// / | | g:::::g | | +// origin | | gggggg g:::::g | | +// | | g:::::gg gg:::::g | | +// | | g::::::ggg:::::::g | | +// | | gg:::::::::::::g | | +// | | ggg::::::ggg | | +// | | gggggg | v +// | +-------------------------+----------------- ymin +// | | +// |------------- advanceX ----------->| + +// Stored in ImFontAtlas::FontLoaderData. ALLOCATED BY US. +struct ImGui_ImplFreeType_Data { - // Glyph metrics: - // -------------- - // - // xmin xmax - // | | - // |<-------- width -------->| - // | | - // | +-------------------------+----------------- ymax - // | | ggggggggg ggggg | ^ ^ - // | | g:::::::::ggg::::g | | | - // | | g:::::::::::::::::g | | | - // | | g::::::ggggg::::::gg | | | - // | | g:::::g g:::::g | | | - // offsetX -|-------->| g:::::g g:::::g | offsetY | - // | | g:::::g g:::::g | | | - // | | g::::::g g:::::g | | | - // | | g:::::::ggggg:::::g | | | - // | | g::::::::::::::::g | | height - // | | gg::::::::::::::g | | | - // baseline ---*---------|---- gggggggg::::::g-----*-------- | - // / | | g:::::g | | - // origin | | gggggg g:::::g | | - // | | g:::::gg gg:::::g | | - // | | g::::::ggg:::::::g | | - // | | gg:::::::::::::g | | - // | | ggg::::::ggg | | - // | | gggggg | v - // | +-------------------------+----------------- ymin - // | | - // |------------- advanceX ----------->| - - // A structure that describe a glyph. - struct GlyphInfo - { - int Width; // Glyph's width in pixels. - int Height; // Glyph's height in pixels. - FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. - FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. - float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. - bool IsColored; // The glyph is colored - }; - - // Font parameters and metrics. - struct FontInfo - { - uint32_t PixelHeight; // Size this font was generated with. - float Ascender; // The pixel extents above the baseline in pixels (typically positive). - float Descender; // The extents below the baseline in pixels (typically negative). - float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. - float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. - float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. - }; - - // FreeType glyph rasterizer. - // NB: No ctor/dtor, explicitly call Init()/Shutdown() - struct FreeTypeFont - { - bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. - void CloseFont(); - void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size - const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); - const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); - void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr); - ~FreeTypeFont() { CloseFont(); } - - // [Internals] - FontInfo Info; // Font descriptor of the current font. - FT_Face Face; - unsigned int UserFlags; // = ImFontConfig::RasterizerFlags - FT_Int32 LoadFlags; - FT_Render_Mode RenderMode; - float RasterizationDensity; - float InvRasterizationDensity; - }; - - // From SDL_ttf: Handy routines for converting from fixed point - #define FT_CEIL(X) (((X + 63) & -64) / 64) - - bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) - { - FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); - if (error != 0) - return false; - error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); - if (error != 0) - return false; - - // Convert to FreeType flags (NB: Bold and Oblique are processed separately) - UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; - - LoadFlags = 0; - if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) - LoadFlags |= FT_LOAD_NO_BITMAP; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) - LoadFlags |= FT_LOAD_NO_HINTING; - if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) - LoadFlags |= FT_LOAD_NO_AUTOHINT; - if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) - LoadFlags |= FT_LOAD_FORCE_AUTOHINT; - if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) - LoadFlags |= FT_LOAD_TARGET_LIGHT; - else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) - LoadFlags |= FT_LOAD_TARGET_MONO; - else - LoadFlags |= FT_LOAD_TARGET_NORMAL; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) - RenderMode = FT_RENDER_MODE_MONO; - else - RenderMode = FT_RENDER_MODE_NORMAL; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) - LoadFlags |= FT_LOAD_COLOR; - - RasterizationDensity = cfg.RasterizerDensity; - InvRasterizationDensity = 1.0f / RasterizationDensity; - - memset(&Info, 0, sizeof(Info)); - SetPixelHeight((uint32_t)cfg.SizePixels); - - return true; - } - - void FreeTypeFont::CloseFont() - { - if (Face) - { - FT_Done_Face(Face); - Face = nullptr; - } - } - - void FreeTypeFont::SetPixelHeight(int pixel_height) - { - // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' - // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. - // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. - FT_Size_RequestRec req; - req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; - req.width = 0; - req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity); - req.horiResolution = 0; - req.vertResolution = 0; - FT_Request_Size(Face, &req); - - // Update font info - FT_Size_Metrics metrics = Face->size->metrics; - Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity); - Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity; - Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity; - Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity; - Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity; - Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity; - } - - const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) - { - uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); - if (glyph_index == 0) - return nullptr; - - // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. - // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 - // - https://github.com/ocornut/imgui/issues/4567 - // - https://github.com/ocornut/imgui/issues/4566 - // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. - FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); - if (error) - return nullptr; - - // Need an outline for this to work - FT_GlyphSlot slot = Face->glyph; -#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG - IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG); -#else -#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) - IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font"); -#endif - IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); -#endif // IMGUI_ENABLE_FREETYPE_LUNASVG - - // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) - if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) - FT_GlyphSlot_Embolden(slot); - if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) - { - FT_GlyphSlot_Oblique(slot); - //FT_BBox bbox; - //FT_Outline_Get_BBox(&slot->outline, &bbox); - //slot->metrics.width = bbox.xMax - bbox.xMin; - //slot->metrics.height = bbox.yMax - bbox.yMin; - } - - return &slot->metrics; - } - - const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) - { - FT_GlyphSlot slot = Face->glyph; - FT_Error error = FT_Render_Glyph(slot, RenderMode); - if (error != 0) - return nullptr; - - FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; - out_glyph_info->Width = (int)ft_bitmap->width; - out_glyph_info->Height = (int)ft_bitmap->rows; - out_glyph_info->OffsetX = Face->glyph->bitmap_left; - out_glyph_info->OffsetY = -Face->glyph->bitmap_top; - out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); - out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); - - return ft_bitmap; - } - - void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) - { - IM_ASSERT(ft_bitmap != nullptr); - const uint32_t w = ft_bitmap->width; - const uint32_t h = ft_bitmap->rows; - const uint8_t* src = ft_bitmap->buffer; - const uint32_t src_pitch = ft_bitmap->pitch; - - switch (ft_bitmap->pixel_mode) - { - case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. - { - if (multiply_table == nullptr) - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = IM_COL32(255, 255, 255, src[x]); - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]); - } - break; - } - case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. - { - uint8_t color0 = multiply_table ? multiply_table[0] : 0; - uint8_t color1 = multiply_table ? multiply_table[255] : 255; - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - { - uint8_t bits = 0; - const uint8_t* bits_ptr = src; - for (uint32_t x = 0; x < w; x++, bits <<= 1) - { - if ((x & 7) == 0) - bits = *bits_ptr++; - dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0); - } - } - break; - } - case FT_PIXEL_MODE_BGRA: - { - // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. - #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) - if (multiply_table == nullptr) - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - { - uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; - dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); - } - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - { - for (uint32_t x = 0; x < w; x++) - { - uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; - dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]); - } - } - } - #undef DE_MULTIPLY - break; - } - default: - IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); - } - } -} // namespace - -#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) -#define STBRP_STATIC -#define STB_RECT_PACK_IMPLEMENTATION -#endif -#ifdef IMGUI_STB_RECT_PACK_FILENAME -#include IMGUI_STB_RECT_PACK_FILENAME -#else -#include "imstb_rectpack.h" -#endif -#endif - -struct ImFontBuildSrcGlyphFT -{ - GlyphInfo Info; - uint32_t Codepoint; - unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array - - ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); } + FT_Library Library; + FT_MemoryRec_ MemoryManager; + ImGui_ImplFreeType_Data() { memset((void*)this, 0, sizeof(*this)); } }; -struct ImFontBuildSrcDataFT +// Stored in ImFontConfig::FontLoaderData. ALLOCATED BY US. +struct ImGui_ImplFreeType_FontSrcData { - FreeTypeFont Font; - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; + // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + bool InitFont(FT_Library ft_library, ImFontConfig* src, ImGuiFreeTypeLoaderFlags extra_user_flags); + void CloseFont(); + ImGui_ImplFreeType_FontSrcData() { memset((void*)this, 0, sizeof(*this)); } + ~ImGui_ImplFreeType_FontSrcData() { CloseFont(); } + + // Members + FT_Face FtFace; + ImGuiFreeTypeLoaderFlags UserFlags; // = ImFontConfig::FontLoaderFlags + FT_Int32 LoadFlags; + ImFontBaked* BakedLastActivated; }; -// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) -struct ImFontBuildDstDataFT +// Stored in ImFontBaked::FontLoaderDatas: pointer to SourcesCount instances of this. ALLOCATED BY CORE. +struct ImGui_ImplFreeType_FontSrcBakedData { - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + FT_Size FtSize; // This represent a FT_Face with a given size. + ImGui_ImplFreeType_FontSrcBakedData() { memset((void*)this, 0, sizeof(*this)); } }; -bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) +bool ImGui_ImplFreeType_FontSrcData::InitFont(FT_Library ft_library, ImFontConfig* src, ImGuiFreeTypeLoaderFlags extra_font_loader_flags) { - IM_ASSERT(atlas->ConfigData.Size > 0); + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)src->FontData, (FT_Long)src->FontDataSize, (FT_Long)src->FontNo, &FtFace); + if (error != 0) + return false; + error = FT_Select_Charmap(FtFace, FT_ENCODING_UNICODE); + if (error != 0) + return false; - ImFontAtlasBuildInit(atlas); + // Convert to FreeType flags (NB: Bold and Oblique are processed separately) + UserFlags = (ImGuiFreeTypeLoaderFlags)(src->FontLoaderFlags | extra_font_loader_flags); - // Clear atlas - atlas->TexID = 0; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); + LoadFlags = 0; + if ((UserFlags & ImGuiFreeTypeLoaderFlags_Bitmap) == 0) + LoadFlags |= FT_LOAD_NO_BITMAP; - // Temporary storage for building - bool src_load_color = false; - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - FreeTypeFont& font_face = src_tmp.Font; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? - if (src_tmp.DstIndex == -1) - return false; - - // Load font - if (!font_face.InitFont(ft_library, cfg, extra_flags)) - return false; - - // Measure highest codepoints - src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; - ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - { - // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. - IM_ASSERT(src_range[0] <= src_range[1]); - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - } - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) - continue; - uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) - if (glyph_index == 0) - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - - IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); - const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); - const ImU32* it_end = src_tmp.GlyphsSet.Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - { - ImFontBuildSrcGlyphFT src_glyph; - src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); - //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. - src_tmp.GlyphsList.push_back(src_glyph); - } - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - buf_rects.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - - // Allocate temporary rasterization data buffers. - // We could not find a way to retrieve accurate glyph size without rendering them. - // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) - // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations. - const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; - int buf_bitmap_current_used_bytes = 0; - ImVector buf_bitmap_buffers; - buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - // 8. Render/rasterize font characters into the texture - int total_surface = 0; - int buf_rects_out_n = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - - // Compute multiply table if requested - const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); - unsigned char multiply_table[256]; - if (multiply_enabled) - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - - // Gather the sizes of all rectangles we will need to pack - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; - - const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); - if (metrics == nullptr) - continue; - - // Render glyph into a bitmap (currently held by FreeType) - const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); - if (ft_bitmap == nullptr) - continue; - - // Allocate new temporary chunk if needed - const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; - if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) - { - buf_bitmap_current_used_bytes = 0; - buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); - } - IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead. - - // Blit rasterized pixels to our temporary buffer and keep a pointer to it. - src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); - buf_bitmap_current_used_bytes += bitmap_size_in_bytes; - src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr); - - src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; - } - } - - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; + if (UserFlags & ImGuiFreeTypeLoaderFlags_NoHinting) + LoadFlags |= FT_LOAD_NO_HINTING; else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + src->PixelSnapH = true; // FIXME: A bit weird to do this this way. - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; - ImVector pack_nodes; - pack_nodes.resize(num_nodes_for_packing_algorithm); - stbrp_context pack_context; - stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size); - ImFontAtlasBuildPackCustomRects(atlas, &pack_context); - - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); - } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - if (src_load_color) - { - size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4; - atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size); - memset(atlas->TexPixelsRGBA32, 0, tex_size); - } + if (UserFlags & ImGuiFreeTypeLoaderFlags_NoAutoHint) + LoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeTypeLoaderFlags_ForceAutoHint) + LoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeTypeLoaderFlags_LightHinting) + LoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeTypeLoaderFlags_MonoHinting) + LoadFlags |= FT_LOAD_TARGET_MONO; else - { - size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1; - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size); - memset(atlas->TexPixelsAlpha8, 0, tex_size); - } + LoadFlags |= FT_LOAD_TARGET_NORMAL; - // 8. Copy rasterized font characters back into the main texture - // 9. Setup ImFont and glyphs for runtime - bool tex_use_colors = false; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; - - const float ascent = src_tmp.Font.Info.Ascender; - const float descent = src_tmp.Font.Info.Descender; - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; - stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; - IM_ASSERT(pack_rect.was_packed); - if (pack_rect.w == 0 && pack_rect.h == 0) - continue; - - GlyphInfo& info = src_glyph.Info; - IM_ASSERT(info.Width + padding <= pack_rect.w); - IM_ASSERT(info.Height + padding <= pack_rect.h); - const int tx = pack_rect.x + padding; - const int ty = pack_rect.y + padding; - - // Register glyph - float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x; - float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y; - float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity; - float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity; - float u0 = (tx) / (float)atlas->TexWidth; - float v0 = (ty) / (float)atlas->TexHeight; - float u1 = (tx + info.Width) / (float)atlas->TexWidth; - float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); - - ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); - IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); - if (src_glyph.Info.IsColored) - dst_glyph->Colored = tex_use_colors = true; - - // Blit from temporary buffer to final texture - size_t blit_src_stride = (size_t)src_glyph.Info.Width; - size_t blit_dst_stride = (size_t)atlas->TexWidth; - unsigned int* blit_src = src_glyph.BitmapData; - if (atlas->TexPixelsAlpha8 != nullptr) - { - unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; - for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) - for (int x = 0; x < info.Width; x++) - blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF); - } - else - { - unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx; - for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) - for (int x = 0; x < info.Width; x++) - blit_dst[x] = blit_src[x]; - } - } - - src_tmp.Rects = nullptr; - } - atlas->TexPixelsUseColors = tex_use_colors; - - // Cleanup - for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) - IM_FREE(buf_bitmap_buffers[buf_i]); - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); + if (UserFlags & ImGuiFreeTypeLoaderFlags_LoadColor) + LoadFlags |= FT_LOAD_COLOR; return true; } +void ImGui_ImplFreeType_FontSrcData::CloseFont() +{ + if (FtFace) + { + FT_Done_Face(FtFace); + FtFace = nullptr; + } +} + +static const FT_Glyph_Metrics* ImGui_ImplFreeType_LoadGlyph(ImGui_ImplFreeType_FontSrcData* src_data, uint32_t codepoint) +{ + uint32_t glyph_index = FT_Get_Char_Index(src_data->FtFace, codepoint); + if (glyph_index == 0) + return nullptr; + + // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. + // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 + // - https://github.com/ocornut/imgui/issues/4567 + // - https://github.com/ocornut/imgui/issues/4566 + // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. + FT_Error error = FT_Load_Glyph(src_data->FtFace, glyph_index, src_data->LoadFlags); + if (error) + return nullptr; + + // Need an outline for this to work + FT_GlyphSlot slot = src_data->FtFace->glyph; +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG); +#else +#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) + IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font"); +#endif + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); +#endif // IMGUI_ENABLE_FREETYPE_LUNASVG + + // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) + if (src_data->UserFlags & ImGuiFreeTypeLoaderFlags_Bold) + FT_GlyphSlot_Embolden(slot); + if (src_data->UserFlags & ImGuiFreeTypeLoaderFlags_Oblique) + { + FT_GlyphSlot_Oblique(slot); + //FT_BBox bbox; + //FT_Outline_Get_BBox(&slot->outline, &bbox); + //slot->metrics.width = bbox.xMax - bbox.xMin; + //slot->metrics.height = bbox.yMax - bbox.yMin; + } + + return &slot->metrics; +} + +static void ImGui_ImplFreeType_BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch) +{ + IM_ASSERT(ft_bitmap != nullptr); + const uint32_t w = ft_bitmap->width; + const uint32_t h = ft_bitmap->rows; + const uint8_t* src = ft_bitmap->buffer; + const uint32_t src_pitch = ft_bitmap->pitch; + + switch (ft_bitmap->pixel_mode) + { + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, src[x]); + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? 255 : 0); + } + } + break; + } + case FT_PIXEL_MODE_BGRA: + { + // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. + #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); + } + #undef DE_MULTIPLY + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); + } +} + // FreeType memory allocation callbacks static void* FreeType_Alloc(FT_Memory /*memory*/, long size) { @@ -784,43 +344,250 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size return block; } -static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas) +static bool ImGui_ImplFreeType_LoaderInit(ImFontAtlas* atlas) { + IM_ASSERT(atlas->FontLoaderData == nullptr); + ImGui_ImplFreeType_Data* bd = IM_NEW(ImGui_ImplFreeType_Data)(); + // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html - FT_MemoryRec_ memory_rec = {}; - memory_rec.user = nullptr; - memory_rec.alloc = &FreeType_Alloc; - memory_rec.free = &FreeType_Free; - memory_rec.realloc = &FreeType_Realloc; + bd->MemoryManager.user = nullptr; + bd->MemoryManager.alloc = &FreeType_Alloc; + bd->MemoryManager.free = &FreeType_Free; + bd->MemoryManager.realloc = &FreeType_Realloc; // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library - FT_Library ft_library; - FT_Error error = FT_New_Library(&memory_rec, &ft_library); + FT_Error error = FT_New_Library(&bd->MemoryManager, &bd->Library); if (error != 0) + { + IM_DELETE(bd); return false; + } // 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(ft_library); + FT_Add_Default_Modules(bd->Library); #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG // Install svg hooks for FreeType // https://freetype.org/freetype2/docs/reference/ft2-properties.html#svg-hooks // https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html#svg_fonts SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot }; - FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks); + FT_Property_Set(bd->Library, "ot-svg", "svg-hooks", &hooks); #endif // IMGUI_ENABLE_FREETYPE_LUNASVG +#ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG + // With plutosvg, use provided hooks + FT_Property_Set(bd->Library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks()); +#endif // IMGUI_ENABLE_FREETYPE_PLUTOSVG - bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags); - FT_Done_Library(ft_library); + // Store our data + atlas->FontLoaderData = (void*)bd; - return ret; + return true; } -const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType() +static void ImGui_ImplFreeType_LoaderShutdown(ImFontAtlas* atlas) { - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithFreeType; - return &io; + ImGui_ImplFreeType_Data* bd = (ImGui_ImplFreeType_Data*)atlas->FontLoaderData; + IM_ASSERT(bd != nullptr); + FT_Done_Library(bd->Library); + IM_DELETE(bd); + atlas->FontLoaderData = nullptr; +} + +static bool ImGui_ImplFreeType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + ImGui_ImplFreeType_Data* bd = (ImGui_ImplFreeType_Data*)atlas->FontLoaderData; + ImGui_ImplFreeType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplFreeType_FontSrcData); + IM_ASSERT(src->FontLoaderData == nullptr); + src->FontLoaderData = bd_font_data; + + if (!bd_font_data->InitFont(bd->Library, src, (ImGuiFreeTypeLoaderFlags)atlas->FontLoaderFlags)) + { + IM_DELETE(bd_font_data); + src->FontLoaderData = nullptr; + return false; + } + + return true; +} + +static void ImGui_ImplFreeType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = nullptr; +} + +static bool ImGui_ImplFreeType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src) +{ + IM_UNUSED(atlas); + float size = baked->Size; + if (src->MergeMode && src->SizePixels != 0.0f) + size *= (src->SizePixels / baked->OwnerFont->Sources[0]->SizePixels); + + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + bd_font_data->BakedLastActivated = baked; + + // We use one FT_Size per (source + baked) combination. + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + IM_ASSERT(bd_baked_data != nullptr); + IM_PLACEMENT_NEW(bd_baked_data) ImGui_ImplFreeType_FontSrcBakedData(); + + FT_New_Size(bd_font_data->FtFace, &bd_baked_data->FtSize); + FT_Activate_Size(bd_baked_data->FtSize); + + // Vuhdo 2017: "I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' + // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. + // FT_Set_Pixel_Sizes() doesn't seem to get us the same result." + // (FT_Set_Pixel_Sizes() essentially calls FT_Request_Size() with FT_SIZE_REQUEST_TYPE_NOMINAL) + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + FT_Size_RequestRec req; + req.type = (bd_font_data->UserFlags & ImGuiFreeTypeLoaderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.width = 0; + req.height = (uint32_t)(size * 64 * rasterizer_density); + req.horiResolution = 0; + req.vertResolution = 0; + FT_Request_Size(bd_font_data->FtFace, &req); + + // Output + if (src->MergeMode == false) + { + // Read metrics + FT_Size_Metrics metrics = bd_baked_data->FtSize->metrics; + const float scale = 1.0f / rasterizer_density; + baked->Ascent = (float)FT_CEIL(metrics.ascender) * scale; // The pixel extents above the baseline in pixels (typically positive). + baked->Descent = (float)FT_CEIL(metrics.descender) * scale; // The extents below the baseline in pixels (typically negative). + //LineSpacing = (float)FT_CEIL(metrics.height) * scale; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. + //LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * scale; // The spacing in pixels between one row's descent and the next row's ascent. + //MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * scale; // This field gives the maximum horizontal cursor advance for all glyphs in the font. + } + return true; +} + +static void ImGui_ImplFreeType_FontBakedDestroy(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src) +{ + IM_UNUSED(atlas); + IM_UNUSED(baked); + IM_UNUSED(src); + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + IM_ASSERT(bd_baked_data != nullptr); + FT_Done_Size(bd_baked_data->FtSize); + bd_baked_data->~ImGui_ImplFreeType_FontSrcBakedData(); // ~IM_PLACEMENT_DELETE() +} + +static bool ImGui_ImplFreeType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x) +{ + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + uint32_t glyph_index = FT_Get_Char_Index(bd_font_data->FtFace, codepoint); + if (glyph_index == 0) + return false; + + if (bd_font_data->BakedLastActivated != baked) // <-- could use id + { + // Activate current size + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + FT_Activate_Size(bd_baked_data->FtSize); + bd_font_data->BakedLastActivated = baked; + } + + const FT_Glyph_Metrics* metrics = ImGui_ImplFreeType_LoadGlyph(bd_font_data, codepoint); + if (metrics == nullptr) + return false; + + FT_Face face = bd_font_data->FtFace; + FT_GlyphSlot slot = face->glyph; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + + // Load metrics only mode + const float advance_x = (slot->advance.x / FT_SCALEFACTOR) / rasterizer_density; + if (out_advance_x != NULL) + { + IM_ASSERT(out_glyph == NULL); + *out_advance_x = advance_x; + return true; + } + + // Render glyph into a bitmap (currently held by FreeType) + FT_Render_Mode render_mode = (bd_font_data->UserFlags & ImGuiFreeTypeLoaderFlags_Monochrome) ? FT_RENDER_MODE_MONO : FT_RENDER_MODE_NORMAL; + FT_Error error = FT_Render_Glyph(slot, render_mode); + const FT_Bitmap* ft_bitmap = &slot->bitmap; + if (error != 0 || ft_bitmap == nullptr) + return false; + + const int w = (int)ft_bitmap->width; + const int h = (int)ft_bitmap->rows; + const bool is_visible = (w != 0 && h != 0); + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = advance_x; + + // Pack and retrieve position inside texture atlas + if (is_visible) + { + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render pixels to our temporary buffer + atlas->Builder->TempBuffer.resize(w * h * 4); + uint32_t* temp_buffer = (uint32_t*)atlas->Builder->TempBuffer.Data; + ImGui_ImplFreeType_BlitGlyph(ft_bitmap, temp_buffer, w); + + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = (src->GlyphOffset.x * offsets_scale); + float font_off_y = (src->GlyphOffset.y * offsets_scale) + baked->Ascent; + if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome. + font_off_x = IM_ROUND(font_off_x); + if (src->PixelSnapV) + font_off_y = IM_ROUND(font_off_y); + float recip_h = 1.0f / rasterizer_density; + float recip_v = 1.0f / rasterizer_density; + + // Register glyph + float glyph_off_x = (float)face->glyph->bitmap_left; + float glyph_off_y = (float)-face->glyph->bitmap_top; + out_glyph->X0 = glyph_off_x * recip_h + font_off_x; + out_glyph->Y0 = glyph_off_y * recip_v + font_off_y; + out_glyph->X1 = (glyph_off_x + w) * recip_h + font_off_x; + out_glyph->Y1 = (glyph_off_y + h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->Colored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, (const unsigned char*)temp_buffer, ImTextureFormat_RGBA32, w * 4); + } + + return true; +} + +static bool ImGui_ImplFreetype_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + int glyph_index = FT_Get_Char_Index(bd_font_data->FtFace, codepoint); + return glyph_index != 0; +} + +const ImFontLoader* ImGuiFreeType::GetFontLoader() +{ + 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) @@ -830,6 +597,22 @@ void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* u GImGuiFreeTypeAllocatorUserData = user_data; } +bool ImGuiFreeType::DebugEditFontLoaderFlags(unsigned int* p_font_loader_flags) +{ + bool edited = false; + edited |= ImGui::CheckboxFlags("NoHinting", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_NoHinting); + edited |= ImGui::CheckboxFlags("NoAutoHint", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_NoAutoHint); + edited |= ImGui::CheckboxFlags("ForceAutoHint",p_font_loader_flags, ImGuiFreeTypeLoaderFlags_ForceAutoHint); + edited |= ImGui::CheckboxFlags("LightHinting", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_LightHinting); + edited |= ImGui::CheckboxFlags("MonoHinting", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_MonoHinting); + edited |= ImGui::CheckboxFlags("Bold", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_Bold); + edited |= ImGui::CheckboxFlags("Oblique", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_Oblique); + edited |= ImGui::CheckboxFlags("Monochrome", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_Monochrome); + edited |= ImGui::CheckboxFlags("LoadColor", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_LoadColor); + edited |= ImGui::CheckboxFlags("Bitmap", p_font_loader_flags, ImGuiFreeTypeLoaderFlags_Bitmap); + return edited; +} + #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG // For more details, see https://gitlab.freedesktop.org/freetype/freetype-demos/-/blob/master/src/rsvg-port.c // The original code from the demo is licensed under CeCILL-C Free Software License Agreement (https://gitlab.freedesktop.org/freetype/freetype/-/blob/master/LICENSE.TXT) @@ -861,8 +644,12 @@ static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state) // rows is height, pitch (or stride) equals to width * sizeof(int32) lunasvg::Bitmap bitmap((uint8_t*)slot->bitmap.buffer, slot->bitmap.width, slot->bitmap.rows, slot->bitmap.pitch); +#if LUNASVG_VERSION_MAJOR >= 3 + state->svg->render(bitmap, state->matrix); // state->matrix is already scaled and translated +#else state->svg->setMatrix(state->svg->matrix().identity()); // Reset the svg matrix to the default value state->svg->render(bitmap, state->matrix); // state->matrix is already scaled and translated +#endif state->err = FT_Err_Ok; return state->err; } @@ -885,7 +672,11 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ return state->err; } +#if LUNASVG_VERSION_MAJOR >= 3 + lunasvg::Box box = state->svg->boundingBox(); +#else lunasvg::Box box = state->svg->box(); +#endif double scale = std::min(metrics.x_ppem / box.w, metrics.y_ppem / box.h); double xx = (double)document->transform.xx / (1 << 16); double xy = -(double)document->transform.xy / (1 << 16); @@ -894,6 +685,15 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ double x0 = (double)document->delta.x / 64 * box.w / metrics.x_ppem; double y0 = -(double)document->delta.y / 64 * box.h / metrics.y_ppem; +#if LUNASVG_VERSION_MAJOR >= 3 + // Scale, transform and pre-translate the matrix for the rendering step + state->matrix = lunasvg::Matrix::translated(-box.x, -box.y); + state->matrix.multiply(lunasvg::Matrix(xx, xy, yx, yy, x0, y0)); + state->matrix.scale(scale, scale); + + // Apply updated transformation to the bounding box + box.transform(state->matrix); +#else // Scale and transform, we don't translate the svg yet state->matrix.identity(); state->matrix.scale(scale, scale); @@ -905,6 +705,7 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ // Get the box again after the transformation box = state->svg->box(); +#endif // Calculate the bitmap size slot->bitmap_left = FT_Int(box.x); diff --git a/third_party/imgui/misc/freetype/imgui_freetype.h b/third_party/imgui/misc/freetype/imgui_freetype.h index b4e1d48933..85313699dd 100644 --- a/third_party/imgui/misc/freetype/imgui_freetype.h +++ b/third_party/imgui/misc/freetype/imgui_freetype.h @@ -5,46 +5,78 @@ #include "imgui.h" // IMGUI_API #ifndef IMGUI_DISABLE +// Usage: +// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to automatically enable support +// for imgui_freetype in imgui. It is equivalent to selecting the default loader with: +// io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) + +// Optional support for OpenType SVG fonts: +// - Add '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG' to use plutosvg (not provided). See #7927. +// - Add '#define IMGUI_ENABLE_FREETYPE_LUNASVG' to use lunasvg (not provided). See #6591. + // Forward declarations struct ImFontAtlas; -struct ImFontBuilderIO; +struct ImFontLoader; // Hinting greatly impacts visuals (and glyph sizes). // - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. // - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h // - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. // - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. -// You can set those flags globaly in ImFontAtlas::FontBuilderFlags -// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags -enum ImGuiFreeTypeBuilderFlags +// You can set those flags globally in ImFontAtlas::FontLoaderFlags +// You can set those flags on a per font basis in ImFontConfig::FontLoaderFlags +typedef unsigned int ImGuiFreeTypeLoaderFlags; +enum ImGuiFreeTypeLoaderFlags_ { - ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. - ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. - ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. - ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. - ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. - ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? - ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? - ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! - ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs - ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs + ImGuiFreeTypeLoaderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. + ImGuiFreeTypeLoaderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. + ImGuiFreeTypeLoaderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. + ImGuiFreeTypeLoaderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. + ImGuiFreeTypeLoaderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. + ImGuiFreeTypeLoaderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? + ImGuiFreeTypeLoaderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + ImGuiFreeTypeLoaderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! + ImGuiFreeTypeLoaderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs + ImGuiFreeTypeLoaderFlags_Bitmap = 1 << 9, // Enable FreeType bitmap glyphs + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiFreeTypeBuilderFlags_NoHinting = ImGuiFreeTypeLoaderFlags_NoHinting, + ImGuiFreeTypeBuilderFlags_NoAutoHint = ImGuiFreeTypeLoaderFlags_NoAutoHint, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = ImGuiFreeTypeLoaderFlags_ForceAutoHint, + ImGuiFreeTypeBuilderFlags_LightHinting = ImGuiFreeTypeLoaderFlags_LightHinting, + ImGuiFreeTypeBuilderFlags_MonoHinting = ImGuiFreeTypeLoaderFlags_MonoHinting, + ImGuiFreeTypeBuilderFlags_Bold = ImGuiFreeTypeLoaderFlags_Bold, + ImGuiFreeTypeBuilderFlags_Oblique = ImGuiFreeTypeLoaderFlags_Oblique, + ImGuiFreeTypeBuilderFlags_Monochrome = ImGuiFreeTypeLoaderFlags_Monochrome, + ImGuiFreeTypeBuilderFlags_LoadColor = ImGuiFreeTypeLoaderFlags_LoadColor, + ImGuiFreeTypeBuilderFlags_Bitmap = ImGuiFreeTypeLoaderFlags_Bitmap, +#endif }; +// Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImGuiFreeTypeLoaderFlags_ ImGuiFreeTypeBuilderFlags_; +#endif + namespace ImGuiFreeType { // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. // If you need to dynamically select between multiple builders: - // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' - // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data. - IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); + // - you can manually assign this builder with 'atlas->SetFontLoader(ImGuiFreeType::GetFontLoader())' + // - prefer deep-copying this into your own ImFontLoader instance if you use hot-reloading that messes up static data. + IMGUI_API const ImFontLoader* GetFontLoader(); // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr); - // Obsolete names (will be removed soon) + // Display UI to edit ImFontAtlas::FontLoaderFlags (shared) or ImFontConfig::FontLoaderFlags (single source) + IMGUI_API bool DebugEditFontLoaderFlags(ImGuiFreeTypeLoaderFlags* p_font_loader_flags); + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' + //IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); // Renamed/changed in 1.92. Change 'io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' to 'io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader())' if you need runtime selection. + //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontLoaderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' #endif }