diff --git a/external/imgui/imgui/.editorconfig b/external/imgui/imgui/.editorconfig
new file mode 100644
index 0000000..5adfefa
--- /dev/null
+++ b/external/imgui/imgui/.editorconfig
@@ -0,0 +1,28 @@
+# See http://editorconfig.org to read about the EditorConfig format.
+# - In theory automatically supported by VS2017+ and most common IDE or text editors.
+# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
+# - Suggest installing this to trim whitespaces:
+# GitHub https://github.com/madskristensen/TrailingWhitespace
+# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
+# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
+# (in spite of its name doesn't only visualize but also trims)
+# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
+
+# top-most EditorConfig file
+root = true
+
+# Default settings:
+# Use 4 spaces as indentation
+[*]
+indent_style = space
+indent_size = 4
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[imstb_*]
+indent_size = 3
+trim_trailing_whitespace = false
+
+[Makefile]
+indent_style = tab
+indent_size = 4
diff --git a/external/imgui/imgui/.gitattributes b/external/imgui/imgui/.gitattributes
new file mode 100644
index 0000000..d48470e
--- /dev/null
+++ b/external/imgui/imgui/.gitattributes
@@ -0,0 +1,30 @@
+* text=auto
+
+*.c text
+*.cpp text
+*.h text
+*.m text
+*.mm text
+*.md text
+*.txt text
+*.html text
+*.bat text
+*.frag text
+*.vert text
+*.mkb text
+*.icf text
+
+*.sln text eol=crlf
+*.vcxproj text eol=crlf
+*.vcxproj.filters text eol=crlf
+*.natvis text eol=crlf
+
+Makefile text eol=lf
+*.sh text eol=lf
+*.pbxproj text eol=lf
+*.storyboard text eol=lf
+*.plist text eol=lf
+
+*.png binary
+*.ttf binary
+*.lib binary
diff --git a/external/imgui/imgui/.github/FUNDING.yml b/external/imgui/imgui/.github/FUNDING.yml
new file mode 100644
index 0000000..2aa08b4
--- /dev/null
+++ b/external/imgui/imgui/.github/FUNDING.yml
@@ -0,0 +1 @@
+custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']
diff --git a/external/imgui/imgui/.github/issue_template.md b/external/imgui/imgui/.github/issue_template.md
new file mode 100644
index 0000000..5d2f1ea
--- /dev/null
+++ b/external/imgui/imgui/.github/issue_template.md
@@ -0,0 +1,46 @@
+(Click "Preview" above ^ to turn URL into clickable links)
+
+1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
+
+2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
+
+3. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
+
+4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the links above.
+
+5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
+
+6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
+
+Thank you!
+
+----
+
+_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
+
+**Version/Branch of Dear ImGui:**
+
+Version: XXX
+Branch: XXX _(master/viewport/docking/etc.)_
+
+**Back-end/Renderer/Compiler/OS**
+
+Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
+Compiler: XXX _(if the question is related to building or platform specific features)_
+Operating System: XXX
+
+**My Issue/Question:**
+
+XXX _(please provide as much context as possible)_
+
+**Screenshots/Video**
+
+XXX _(you can drag files here)_
+
+**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
+```
+// Here's some code anyone can copy and paste to reproduce your issue
+ImGui::Begin("Example Bug");
+MoreCodeToExplainMyIssue();
+ImGui::End();
+```
diff --git a/external/imgui/imgui/.github/pull_request_template.md b/external/imgui/imgui/.github/pull_request_template.md
new file mode 100644
index 0000000..638545b
--- /dev/null
+++ b/external/imgui/imgui/.github/pull_request_template.md
@@ -0,0 +1,6 @@
+(Click "Preview" to turn any http URL into a clickable link)
+
+1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
+
+2. Clear this template before submitting your PR.
+
diff --git a/external/imgui/imgui/.github/workflows/build.yml b/external/imgui/imgui/.github/workflows/build.yml
new file mode 100644
index 0000000..57562ac
--- /dev/null
+++ b/external/imgui/imgui/.github/workflows/build.yml
@@ -0,0 +1,507 @@
+name: build
+
+on:
+ push:
+ pull_request:
+ workflow_run:
+ # Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
+ # "scheduled" workflow, while maintaining ability to perform local CI builds.
+ workflows:
+ - scheduled
+ branches:
+ - master
+ - docking
+ types:
+ - requested
+
+jobs:
+ Windows:
+ 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@v3
+
+ - 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://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
+ Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
+ echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
+
+ - name: Fix Projects
+ shell: powershell
+ run: |
+ # 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
+ }
+
+ # Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
+ - name: Build example_null (extra warnings, mingw 64-bit)
+ run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (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_IMPLEMENTATION' >> example_single_file.cpp
+ echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+ g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
+ g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui
+ rm -f example_null.exe libimgui.* example_single_file.*
+
+ - name: Build example_null (extra warnings, msvc 64-bit)
+ shell: cmd
+ run: |
+ cd examples\example_null
+ call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
+ .\build_win32.bat /W4
+
+ - name: Build example_null (single file build)
+ shell: bash
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+ - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
+ shell: bash
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_WIN32_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+ - name: Build example_null (as DLL)
+ shell: cmd
+ run: |
+ call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
+
+ echo #ifdef _EXPORT > example_single_file.cpp
+ echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
+ echo #else >> example_single_file.cpp
+ echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
+ echo #endif >> example_single_file.cpp
+ echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
+ echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
+
+ cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
+ cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
+
+ - 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'
+
+ - name: Build Win32 example_glfw_opengl3
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
+
+ - name: Build Win32 example_glfw_vulkan
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == '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'
+ if: github.event_name == 'workflow_run'
+
+ - name: Build Win32 example_sdl2_opengl2
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
+
+ - name: Build Win32 example_sdl2_opengl3
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+ - name: Build Win32 example_sdl2_directx11
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
+
+ - name: Build Win32 example_win32_directx9
+ shell: cmd
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+
+ - 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'
+
+ - 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ steps:
+ - uses: actions/checkout@v3
+
+ - name: Install Dependencies
+ run: |
+ sudo apt-get update
+ sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
+
+ - name: Build example_null (extra warnings, gcc 32-bit)
+ run: |
+ make -C examples/example_null clean
+ CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (extra warnings, gcc 64-bit)
+ run: |
+ make -C examples/example_null clean
+ CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (extra warnings, clang 32-bit)
+ run: |
+ make -C examples/example_null clean
+ CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (extra warnings, clang 64-bit)
+ run: |
+ make -C examples/example_null clean
+ CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (extra warnings, empty IM_ASSERT)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IM_ASSERT(x)
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (freetype)
+ run: |
+ make -C examples/example_null clean
+ make -C examples/example_null WITH_FREETYPE=1
+
+ - name: Build example_null (single file build)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with ImWchar32)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_USE_WCHAR32
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define ImTextureID void*
+ #define ImDrawIdx unsigned int
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_OBSOLETE_KEYIO
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_DEMO_WINDOWS
+ #define IMGUI_DISABLE_DEBUG_TOOLS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_FILE_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_USE_BGRA_PACKED_COLOR
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
+ struct MyVec4 { float x; float y; float z; float w;
+ MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
+ #define IM_VEC2_CLASS_EXTRA \
+ ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
+ operator MyVec2() const { return MyVec2(x, y); }
+ #define IM_VEC4_CLASS_EXTRA \
+ ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
+ operator MyVec4() const { return MyVec4(x, y, z, w); }
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (without c++ runtime, Clang)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #define IMGUI_DISABLE_DEMO_WINDOWS
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+
+ - name: Build example_glfw_opengl2
+ run: make -C examples/example_glfw_opengl2
+
+ - name: Build example_glfw_opengl3
+ run: make -C examples/example_glfw_opengl3
+ if: github.event_name == 'workflow_run'
+
+ - name: Build example_sdl2_opengl2
+ run: make -C examples/example_sdl2_opengl2
+ if: github.event_name == 'workflow_run'
+
+ - name: Build example_sdl2_opengl3
+ run: make -C examples/example_sdl2_opengl3
+
+ - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+ run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
+
+ MacOS:
+ runs-on: macos-latest
+ steps:
+ - uses: actions/checkout@v3
+
+ - name: Install Dependencies
+ run: |
+ brew install glfw3 sdl2
+
+ - name: Build example_null (extra warnings, clang 64-bit)
+ run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
+
+ - name: Build example_null (single file build)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (without c++ runtime)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+
+ - name: Build example_glfw_opengl2
+ run: make -C examples/example_glfw_opengl2
+
+ - name: Build example_glfw_opengl3
+ run: make -C examples/example_glfw_opengl3
+ if: github.event_name == 'workflow_run'
+
+ - name: Build example_glfw_metal
+ run: make -C examples/example_glfw_metal
+
+ - name: Build example_sdl2_metal
+ run: make -C examples/example_sdl2_metal
+
+ - name: Build example_sdl2_opengl2
+ run: make -C examples/example_sdl2_opengl2
+ if: github.event_name == 'workflow_run'
+
+ - name: Build example_sdl2_opengl3
+ run: make -C examples/example_sdl2_opengl3
+
+ - name: Build example_apple_metal
+ run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
+
+ - 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
+ steps:
+ - uses: actions/checkout@v3
+
+ - 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
+ steps:
+ - uses: actions/checkout@v3
+
+ - name: Install Dependencies
+ run: |
+ wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
+ tar -xvf master.tar.gz
+ emsdk-master/emsdk update
+ emsdk-master/emsdk install 3.1.37
+ emsdk-master/emsdk activate 3.1.37
+
+ - name: Build example_sdl2_opengl3 with Emscripten
+ run: |
+ pushd emsdk-master
+ source ./emsdk_env.sh
+ popd
+ make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
+
+ - name: Build example_emscripten_wgpu
+ run: |
+ pushd emsdk-master
+ source ./emsdk_env.sh
+ popd
+ make -C examples/example_emscripten_wgpu
+
+ Android:
+ runs-on: ubuntu-22.04
+ steps:
+ - uses: actions/checkout@v3
+
+ - name: Build example_android_opengl3
+ run: |
+ cd examples/example_android_opengl3/android
+ gradle assembleDebug --stacktrace
diff --git a/external/imgui/imgui/.github/workflows/scheduled.yml b/external/imgui/imgui/.github/workflows/scheduled.yml
new file mode 100644
index 0000000..2a08578
--- /dev/null
+++ b/external/imgui/imgui/.github/workflows/scheduled.yml
@@ -0,0 +1,15 @@
+#
+# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
+# workflow to avoid daily builds of inactive repositories.
+#
+name: scheduled
+
+on:
+ schedule:
+ - cron: '0 9 * * *'
+
+jobs:
+ scheduled:
+ runs-on: ubuntu-latest
+ steps:
+ - run: exit 0
diff --git a/external/imgui/imgui/.github/workflows/static-analysis.yml b/external/imgui/imgui/.github/workflows/static-analysis.yml
new file mode 100644
index 0000000..caa9b3a
--- /dev/null
+++ b/external/imgui/imgui/.github/workflows/static-analysis.yml
@@ -0,0 +1,46 @@
+name: static-analysis
+
+on:
+ workflow_run:
+ # Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
+ workflows:
+ - build
+ types:
+ - requested
+
+jobs:
+ PVS-Studio:
+ runs-on: ubuntu-22.04
+ steps:
+ - uses: actions/checkout@v3
+ with:
+ fetch-depth: 1
+
+ - name: Install Dependencies
+ env:
+ # The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
+ PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
+ run: |
+ if [[ "$PVS_STUDIO_LICENSE" != "" ]];
+ then
+ wget -q https://files.viva64.com/etc/pubkey.txt
+ sudo apt-key add pubkey.txt
+ sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
+ sudo apt-get update
+ sudo apt-get install -y pvs-studio
+ pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
+ fi
+
+ - name: PVS-Studio static analysis
+ run: |
+ if [[ ! -f pvs-studio.lic ]];
+ then
+ echo "PVS Studio license is missing. No analysis will be performed."
+ echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
+ echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
+ exit 0
+ fi
+ cd examples/example_null
+ pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
+ pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
+ plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
diff --git a/external/imgui/imgui/.gitignore b/external/imgui/imgui/.gitignore
new file mode 100644
index 0000000..dc71646
--- /dev/null
+++ b/external/imgui/imgui/.gitignore
@@ -0,0 +1,60 @@
+## OSX artifacts
+.DS_Store
+
+## Dear ImGui artifacts
+imgui.ini
+
+## General build artifacts
+*.o
+*.obj
+*.exe
+examples/build/*
+examples/*/Debug/*
+examples/*/Release/*
+examples/*/x64/*
+
+## Visual Studio artifacts
+.vs
+ipch
+*.opensdf
+*.log
+*.pdb
+*.ilk
+*.user
+*.sdf
+*.suo
+*.VC.db
+*.VC.VC.opendb
+
+## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
+JSON/
+
+## Commonly used CMake directories
+/build*/
+
+## Xcode artifacts
+project.xcworkspace
+xcuserdata
+
+## Emscripten artifacts
+examples/*.o.tmp
+examples/*.out.js
+examples/*.out.wasm
+examples/example_glfw_opengl3/web/*
+examples/example_sdl2_opengl3/web/*
+examples/example_emscripten_wgpu/web/*
+
+## JetBrains IDE artifacts
+.idea
+cmake-build-*
+
+## Unix executables from our example Makefiles
+examples/example_glfw_metal/example_glfw_metal
+examples/example_glfw_opengl2/example_glfw_opengl2
+examples/example_glfw_opengl3/example_glfw_opengl3
+examples/example_glut_opengl2/example_glut_opengl2
+examples/example_null/example_null
+examples/example_sdl2_metal/example_sdl2_metal
+examples/example_sdl2_opengl2/example_sdl2_opengl2
+examples/example_sdl2_opengl3/example_sdl2_opengl3
+examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
diff --git a/external/imgui/imgui/LICENSE.txt b/external/imgui/imgui/LICENSE.txt
new file mode 100644
index 0000000..fb715bd
--- /dev/null
+++ b/external/imgui/imgui/LICENSE.txt
@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2023 Omar Cornut
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/external/imgui/imgui/backends/imgui_impl_allegro5.cpp b/external/imgui/imgui/backends/imgui_impl_allegro5.cpp
new file mode 100644
index 0000000..ae91443
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_allegro5.cpp
@@ -0,0 +1,605 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (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.
+// [ ] Platform: Missing gamepad 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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
+// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2018-11-30: Platform: Added touchscreen support.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
+// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
+// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
+// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
+// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+
+#include // uint64_t
+#include // memcpy
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+// Allegro
+#include
+#include
+#ifdef _WIN32
+#include
+#endif
+#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+struct ImDrawVertAllegro
+{
+ ImVec2 pos;
+ ImVec2 uv;
+ ALLEGRO_COLOR col;
+};
+
+// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
+// FIXME-OPT: Consider inlining al_map_rgba()?
+// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
+// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
+#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
+
+// Allegro Data
+struct ImGui_ImplAllegro5_Data
+{
+ ALLEGRO_DISPLAY* Display;
+ ALLEGRO_BITMAP* Texture;
+ double Time;
+ ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
+ ALLEGRO_VERTEX_DECL* VertexDecl;
+ char* ClipboardTextData;
+
+ ImVector BufVertices;
+ ImVector BufIndices;
+
+ ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
+
+static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
+{
+ // Setup blending
+ al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
+
+ // Setup orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ 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;
+ ALLEGRO_TRANSFORM transform;
+ al_identity_transform(&transform);
+ al_use_transform(&transform);
+ al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
+ al_use_projection_transform(&transform);
+ }
+}
+
+// Render function.
+void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Backup Allegro state that will be modified
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
+ ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
+ int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
+ al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
+ int last_blender_op, last_blender_src, last_blender_dst;
+ al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
+
+ // Setup desired render state
+ ImGui_ImplAllegro5_SetupRenderState(draw_data);
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ 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++)
+ {
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
+ ImDrawVertAllegro* dst_v = &vertices[i];
+ DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
+ }
+ const int* indices = nullptr;
+ if (sizeof(ImDrawIdx) == 2)
+ {
+ // 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];
+ indices = bd->BufIndices.Data;
+ }
+ else if (sizeof(ImDrawIdx) == 4)
+ {
+ indices = (const int*)cmd_list->IdxBuffer.Data;
+ }
+#else
+ // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
+ vertices.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+ {
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+ ImDrawVertAllegro* dst_v = &vertices[i];
+ DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
+ }
+#endif
+
+ // Render command lists
+ ImVec2 clip_off = draw_data->DisplayPos;
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplAllegro5_SetupRenderState(draw_data);
+ else
+ 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;
+
+ // Apply scissor/clipping rectangle, Draw
+ ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
+ al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
+#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
+ al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#else
+ al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#endif
+ }
+ }
+ }
+
+ // Restore modified Allegro state
+ al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
+ al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
+ al_use_transform(&last_transform);
+ al_use_projection_transform(&last_projection_transform);
+}
+
+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..
+ ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
+ bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+ al_destroy_bitmap(mouse_cursor);
+
+ return true;
+}
+
+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;
+ }
+ if (bd->MouseCursorInvisible)
+ {
+ al_destroy_mouse_cursor(bd->MouseCursorInvisible);
+ bd->MouseCursorInvisible = nullptr;
+ }
+}
+
+#if ALLEGRO_HAS_CLIPBOARD
+static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ al_set_clipboard_text(bd->Display, text);
+}
+#endif
+
+static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
+{
+ switch (key_code)
+ {
+ case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
+ case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
+ case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
+ case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
+ case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
+ case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
+ case ALLEGRO_KEY_END: return ImGuiKey_End;
+ case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
+ case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
+ case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
+ case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
+ case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
+ case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
+ case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
+ case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
+ case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
+ case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
+ case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
+ case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+ case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
+ case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
+ case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
+ case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
+ case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
+ case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
+ case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
+ case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
+ case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
+ case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
+ case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
+ case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
+ case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
+ case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
+ case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
+ case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
+ case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
+ case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
+ case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
+ case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
+ case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
+ case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
+ case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
+ case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
+ case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
+ case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
+ case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
+ case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
+ case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
+ case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
+ case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
+ case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
+ case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
+ case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
+ case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
+ case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
+ case ALLEGRO_KEY_0: return ImGuiKey_0;
+ case ALLEGRO_KEY_1: return ImGuiKey_1;
+ case ALLEGRO_KEY_2: return ImGuiKey_2;
+ case ALLEGRO_KEY_3: return ImGuiKey_3;
+ case ALLEGRO_KEY_4: return ImGuiKey_4;
+ case ALLEGRO_KEY_5: return ImGuiKey_5;
+ case ALLEGRO_KEY_6: return ImGuiKey_6;
+ case ALLEGRO_KEY_7: return ImGuiKey_7;
+ case ALLEGRO_KEY_8: return ImGuiKey_8;
+ case ALLEGRO_KEY_9: return ImGuiKey_9;
+ case ALLEGRO_KEY_A: return ImGuiKey_A;
+ case ALLEGRO_KEY_B: return ImGuiKey_B;
+ case ALLEGRO_KEY_C: return ImGuiKey_C;
+ case ALLEGRO_KEY_D: return ImGuiKey_D;
+ case ALLEGRO_KEY_E: return ImGuiKey_E;
+ case ALLEGRO_KEY_F: return ImGuiKey_F;
+ case ALLEGRO_KEY_G: return ImGuiKey_G;
+ case ALLEGRO_KEY_H: return ImGuiKey_H;
+ case ALLEGRO_KEY_I: return ImGuiKey_I;
+ case ALLEGRO_KEY_J: return ImGuiKey_J;
+ case ALLEGRO_KEY_K: return ImGuiKey_K;
+ case ALLEGRO_KEY_L: return ImGuiKey_L;
+ case ALLEGRO_KEY_M: return ImGuiKey_M;
+ case ALLEGRO_KEY_N: return ImGuiKey_N;
+ case ALLEGRO_KEY_O: return ImGuiKey_O;
+ case ALLEGRO_KEY_P: return ImGuiKey_P;
+ case ALLEGRO_KEY_Q: return ImGuiKey_Q;
+ case ALLEGRO_KEY_R: return ImGuiKey_R;
+ case ALLEGRO_KEY_S: return ImGuiKey_S;
+ case ALLEGRO_KEY_T: return ImGuiKey_T;
+ case ALLEGRO_KEY_U: return ImGuiKey_U;
+ case ALLEGRO_KEY_V: return ImGuiKey_V;
+ case ALLEGRO_KEY_W: return ImGuiKey_W;
+ case ALLEGRO_KEY_X: return ImGuiKey_X;
+ case ALLEGRO_KEY_Y: return ImGuiKey_Y;
+ case ALLEGRO_KEY_Z: return ImGuiKey_Z;
+ case ALLEGRO_KEY_F1: return ImGuiKey_F1;
+ case ALLEGRO_KEY_F2: return ImGuiKey_F2;
+ case ALLEGRO_KEY_F3: return ImGuiKey_F3;
+ case ALLEGRO_KEY_F4: return ImGuiKey_F4;
+ case ALLEGRO_KEY_F5: return ImGuiKey_F5;
+ case ALLEGRO_KEY_F6: return ImGuiKey_F6;
+ case ALLEGRO_KEY_F7: return ImGuiKey_F7;
+ case ALLEGRO_KEY_F8: return ImGuiKey_F8;
+ case ALLEGRO_KEY_F9: return ImGuiKey_F9;
+ case ALLEGRO_KEY_F10: return ImGuiKey_F10;
+ case ALLEGRO_KEY_F11: return ImGuiKey_F11;
+ case ALLEGRO_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+
+ bd->Display = display;
+
+ // Create custom vertex declaration.
+ // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
+ // 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, IM_OFFSETOF(ImDrawVertAllegro, pos) },
+ { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
+ { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
+ { 0, 0, 0 }
+ };
+ bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
+
+#if ALLEGRO_HAS_CLIPBOARD
+ io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
+ io.ClipboardUserData = nullptr;
+#endif
+
+ return true;
+}
+
+void ImGui_ImplAllegro5_Shutdown()
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ if (bd->VertexDecl)
+ al_destroy_vertex_decl(bd->VertexDecl);
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
+
+ io.BackendPlatformName = io.BackendRendererName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
+ IM_DELETE(bd);
+}
+
+// ev->keyboard.modifiers seems always zero so using that...
+static void ImGui_ImplAllegro5_UpdateKeyModifiers()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ALLEGRO_KEYBOARD_STATE keys;
+ al_get_keyboard_state(&keys);
+ io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
+ io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
+ io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
+ io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+
+ switch (ev->type)
+ {
+ case ALLEGRO_EVENT_MOUSE_AXES:
+ if (ev->mouse.display == bd->Display)
+ {
+ io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
+ io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
+ }
+ return true;
+ case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
+ case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
+ if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
+ io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
+ return true;
+ case ALLEGRO_EVENT_TOUCH_MOVE:
+ if (ev->touch.display == bd->Display)
+ io.AddMousePosEvent(ev->touch.x, ev->touch.y);
+ return true;
+ case ALLEGRO_EVENT_TOUCH_BEGIN:
+ case ALLEGRO_EVENT_TOUCH_END:
+ case ALLEGRO_EVENT_TOUCH_CANCEL:
+ if (ev->touch.display == bd->Display && ev->touch.primary)
+ io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
+ return true;
+ case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
+ if (ev->mouse.display == bd->Display)
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ return true;
+ case ALLEGRO_EVENT_KEY_CHAR:
+ if (ev->keyboard.display == bd->Display)
+ if (ev->keyboard.unichar != 0)
+ io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
+ return true;
+ case ALLEGRO_EVENT_KEY_DOWN:
+ case ALLEGRO_EVENT_KEY_UP:
+ if (ev->keyboard.display == bd->Display)
+ {
+ ImGui_ImplAllegro5_UpdateKeyModifiers();
+ ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
+ io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
+ io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
+ }
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
+ if (ev->display.source == bd->Display)
+ io.AddFocusEvent(false);
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
+ if (ev->display.source == bd->Display)
+ {
+ io.AddFocusEvent(true);
+#if defined(ALLEGRO_UNSTABLE)
+ al_clear_keyboard_state(bd->Display);
+#endif
+ }
+ return true;
+ }
+ return false;
+}
+
+static void ImGui_ImplAllegro5_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
+ }
+ else
+ {
+ ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+ case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+ case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+ 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_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
+ }
+ al_set_system_mouse_cursor(bd->Display, cursor_id);
+ }
+}
+
+void ImGui_ImplAllegro5_NewFrame()
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
+
+ if (!bd->Texture)
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ w = al_get_display_width(bd->Display);
+ h = al_get_display_height(bd->Display);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+
+ // Setup time step
+ double current_time = al_get_time();
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ // Setup mouse cursor shape
+ ImGui_ImplAllegro5_UpdateMouseCursor();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_allegro5.h b/external/imgui/imgui/backends/imgui_impl_allegro5.h
new file mode 100644
index 0000000..7e97969
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_allegro5.h
@@ -0,0 +1,32 @@
+// dear imgui: Renderer + Platform Backend for Allegro 5
+// (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 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.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ALLEGRO_DISPLAY;
+union ALLEGRO_EVENT;
+
+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);
+
+// 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();
diff --git a/external/imgui/imgui/backends/imgui_impl_android.cpp b/external/imgui/imgui/backends/imgui_impl_android.cpp
new file mode 100644
index 0000000..48828ec
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_android.cpp
@@ -0,0 +1,296 @@
+// dear imgui: Platform Binding for Android native app
+// 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: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+// Missing features:
+// [ ] 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.
+// 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)
+// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-03-04: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include
+#include
+#include
+#include
+#include
+
+// Android data
+static double g_Time = 0.0;
+static ANativeWindow* g_Window;
+static char g_LogTag[] = "ImGuiExample";
+
+static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
+{
+ switch (key_code)
+ {
+ case AKEYCODE_TAB: return ImGuiKey_Tab;
+ case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
+ case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
+ case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
+ case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
+ case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
+ case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
+ case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
+ case AKEYCODE_MOVE_END: return ImGuiKey_End;
+ case AKEYCODE_INSERT: return ImGuiKey_Insert;
+ case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
+ case AKEYCODE_DEL: return ImGuiKey_Backspace;
+ case AKEYCODE_SPACE: return ImGuiKey_Space;
+ case AKEYCODE_ENTER: return ImGuiKey_Enter;
+ case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
+ case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case AKEYCODE_COMMA: return ImGuiKey_Comma;
+ case AKEYCODE_MINUS: return ImGuiKey_Minus;
+ case AKEYCODE_PERIOD: return ImGuiKey_Period;
+ case AKEYCODE_SLASH: return ImGuiKey_Slash;
+ case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case AKEYCODE_EQUALS: return ImGuiKey_Equal;
+ case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+ case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+ case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
+ case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+ case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
+ case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
+ case AKEYCODE_BREAK: return ImGuiKey_Pause;
+ case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
+ case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
+ case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
+ case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
+ case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
+ case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
+ case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
+ case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
+ case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
+ case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
+ case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
+ case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
+ case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
+ case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
+ case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
+ case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
+ case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
+ case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
+ case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
+ case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
+ case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
+ case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
+ case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
+ case AKEYCODE_MENU: return ImGuiKey_Menu;
+ case AKEYCODE_0: return ImGuiKey_0;
+ case AKEYCODE_1: return ImGuiKey_1;
+ case AKEYCODE_2: return ImGuiKey_2;
+ case AKEYCODE_3: return ImGuiKey_3;
+ case AKEYCODE_4: return ImGuiKey_4;
+ case AKEYCODE_5: return ImGuiKey_5;
+ case AKEYCODE_6: return ImGuiKey_6;
+ case AKEYCODE_7: return ImGuiKey_7;
+ case AKEYCODE_8: return ImGuiKey_8;
+ case AKEYCODE_9: return ImGuiKey_9;
+ case AKEYCODE_A: return ImGuiKey_A;
+ case AKEYCODE_B: return ImGuiKey_B;
+ case AKEYCODE_C: return ImGuiKey_C;
+ case AKEYCODE_D: return ImGuiKey_D;
+ case AKEYCODE_E: return ImGuiKey_E;
+ case AKEYCODE_F: return ImGuiKey_F;
+ case AKEYCODE_G: return ImGuiKey_G;
+ case AKEYCODE_H: return ImGuiKey_H;
+ case AKEYCODE_I: return ImGuiKey_I;
+ case AKEYCODE_J: return ImGuiKey_J;
+ case AKEYCODE_K: return ImGuiKey_K;
+ case AKEYCODE_L: return ImGuiKey_L;
+ case AKEYCODE_M: return ImGuiKey_M;
+ case AKEYCODE_N: return ImGuiKey_N;
+ case AKEYCODE_O: return ImGuiKey_O;
+ case AKEYCODE_P: return ImGuiKey_P;
+ case AKEYCODE_Q: return ImGuiKey_Q;
+ case AKEYCODE_R: return ImGuiKey_R;
+ case AKEYCODE_S: return ImGuiKey_S;
+ case AKEYCODE_T: return ImGuiKey_T;
+ case AKEYCODE_U: return ImGuiKey_U;
+ case AKEYCODE_V: return ImGuiKey_V;
+ case AKEYCODE_W: return ImGuiKey_W;
+ case AKEYCODE_X: return ImGuiKey_X;
+ case AKEYCODE_Y: return ImGuiKey_Y;
+ case AKEYCODE_Z: return ImGuiKey_Z;
+ case AKEYCODE_F1: return ImGuiKey_F1;
+ case AKEYCODE_F2: return ImGuiKey_F2;
+ case AKEYCODE_F3: return ImGuiKey_F3;
+ case AKEYCODE_F4: return ImGuiKey_F4;
+ case AKEYCODE_F5: return ImGuiKey_F5;
+ case AKEYCODE_F6: return ImGuiKey_F6;
+ case AKEYCODE_F7: return ImGuiKey_F7;
+ case AKEYCODE_F8: return ImGuiKey_F8;
+ case AKEYCODE_F9: return ImGuiKey_F9;
+ case AKEYCODE_F10: return ImGuiKey_F10;
+ case AKEYCODE_F11: return ImGuiKey_F11;
+ case AKEYCODE_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ int32_t event_type = AInputEvent_getType(input_event);
+ switch (event_type)
+ {
+ case AINPUT_EVENT_TYPE_KEY:
+ {
+ int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
+ int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
+ int32_t event_action = AKeyEvent_getAction(input_event);
+ int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
+
+ io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0);
+
+ switch (event_action)
+ {
+ // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
+ // goes up from a key. We use a simple key event queue/ and process one event per key per frame in
+ // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
+ case AKEY_EVENT_ACTION_DOWN:
+ case AKEY_EVENT_ACTION_UP:
+ {
+ ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
+ if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
+ {
+ io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
+ io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
+ }
+
+ break;
+ }
+ default:
+ break;
+ }
+ break;
+ }
+ case AINPUT_EVENT_TYPE_MOTION:
+ {
+ int32_t event_action = AMotionEvent_getAction(input_event);
+ int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+ event_action &= AMOTION_EVENT_ACTION_MASK;
+
+ switch (AMotionEvent_getToolType(input_event, event_pointer_index))
+ {
+ case AMOTION_EVENT_TOOL_TYPE_MOUSE:
+ io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
+ break;
+ case AMOTION_EVENT_TOOL_TYPE_STYLUS:
+ case AMOTION_EVENT_TOOL_TYPE_ERASER:
+ io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
+ break;
+ case AMOTION_EVENT_TOOL_TYPE_FINGER:
+ default:
+ io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+ break;
+ }
+
+ switch (event_action)
+ {
+ case AMOTION_EVENT_ACTION_DOWN:
+ case AMOTION_EVENT_ACTION_UP:
+ // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
+ // but we have to process them separately to identify the actual button pressed. This is done below via
+ // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
+ if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
+ || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
+ {
+ io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
+ }
+ break;
+ case AMOTION_EVENT_ACTION_BUTTON_PRESS:
+ case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
+ {
+ int32_t button_state = AMotionEvent_getButtonState(input_event);
+ io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
+ io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
+ io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
+ }
+ break;
+ case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
+ case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
+ io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ break;
+ case AMOTION_EVENT_ACTION_SCROLL:
+ io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
+ break;
+ default:
+ break;
+ }
+ }
+ return 1;
+ default:
+ break;
+ }
+
+ return 0;
+}
+
+bool ImGui_ImplAndroid_Init(ANativeWindow* window)
+{
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup backend capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = "imgui_impl_android";
+
+ return true;
+}
+
+void ImGui_ImplAndroid_Shutdown()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = nullptr;
+}
+
+void ImGui_ImplAndroid_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int32_t window_width = ANativeWindow_getWidth(g_Window);
+ int32_t window_height = ANativeWindow_getHeight(g_Window);
+ int display_width = window_width;
+ int display_height = window_height;
+
+ io.DisplaySize = ImVec2((float)window_width, (float)window_height);
+ if (window_width > 0 && window_height > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
+
+ // Setup time step
+ struct timespec current_timespec;
+ clock_gettime(CLOCK_MONOTONIC, ¤t_timespec);
+ double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_android.h b/external/imgui/imgui/backends/imgui_impl_android.h
new file mode 100644
index 0000000..eb97c4c
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_android.h
@@ -0,0 +1,29 @@
+// dear imgui: Platform Binding for Android native app
+// 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: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+// Missing features:
+// [ ] 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.
+// 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)
+// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+
+struct ANativeWindow;
+struct AInputEvent;
+
+IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
+IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
+IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
diff --git a/external/imgui/imgui/backends/imgui_impl_dx10.cpp b/external/imgui/imgui/backends/imgui_impl_dx10.cpp
new file mode 100644
index 0000000..06edb0e
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx10.cpp
@@ -0,0 +1,581 @@
+// dear imgui: Renderer Backend for DirectX10
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
+// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
+// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
+// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX10: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+
+// 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
+struct ImGui_ImplDX10_Data
+{
+ ID3D10Device* pd3dDevice;
+ IDXGIFactory* pFactory;
+ ID3D10Buffer* pVB;
+ ID3D10Buffer* pIB;
+ ID3D10VertexShader* pVertexShader;
+ ID3D10InputLayout* pInputLayout;
+ ID3D10Buffer* pVertexConstantBuffer;
+ ID3D10PixelShader* pPixelShader;
+ ID3D10SamplerState* pFontSampler;
+ ID3D10ShaderResourceView* pFontTextureView;
+ ID3D10RasterizerState* pRasterizerState;
+ ID3D10BlendState* pBlendState;
+ ID3D10DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX10
+{
+ float mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+
+ // Setup viewport
+ D3D10_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+ vp.Width = (UINT)draw_data->DisplaySize.x;
+ vp.Height = (UINT)draw_data->DisplaySize.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();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ void* mapped_resource;
+ if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ bd->pVertexConstantBuffer->Unmap();
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX10_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D10RasterizerState* RS;
+ ID3D10BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D10DepthStencilState* DepthStencilState;
+ ID3D10ShaderResourceView* PSShaderResource;
+ ID3D10SamplerState* PSSampler;
+ ID3D10PixelShader* PS;
+ ID3D10VertexShader* VS;
+ ID3D10GeometryShader* GS;
+ D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D10InputLayout* InputLayout;
+ };
+ 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);
+
+ // Setup desired DX state
+ ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+
+ // 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++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
+ else
+ 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;
+
+ // 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);
+
+ // 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);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // 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();
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D10_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D10_USAGE_DEFAULT;
+ 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);
+
+ // Create texture view
+ D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ ZeroMemory(&srv_desc, sizeof(srv_desc));
+ srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ 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();
+ }
+
+ // 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)
+ {
+ 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);
+ }
+}
+
+bool ImGui_ImplDX10_CreateDeviceObjects()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (!bd->pd3dDevice)
+ return false;
+ if (bd->pFontSampler)
+ ImGui_ImplDX10_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX10 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 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.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ ID3DBlob* vertexShaderBlob;
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+
+ // Create the input layout
+ D3D10_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+ vertexShaderBlob->Release();
+
+ // Create the constant buffer
+ {
+ D3D10_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
+ desc.Usage = D3D10_USAGE_DYNAMIC;
+ desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ ID3DBlob* pixelShaderBlob;
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
+ {
+ pixelShaderBlob->Release();
+ return false;
+ }
+ pixelShaderBlob->Release();
+ }
+
+ // Create the blending setup
+ {
+ D3D10_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.BlendEnable[0] = true;
+ desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
+ desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.BlendOp = D3D10_BLEND_OP_ADD;
+ desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+ desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
+ desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+ desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D10_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D10_FILL_SOLID;
+ desc.CullMode = D3D10_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D10_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+ }
+
+ ImGui_ImplDX10_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ 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.
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+ if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
+}
+
+bool ImGui_ImplDX10_Init(ID3D10Device* device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx10";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = nullptr;
+ IDXGIAdapter* pDXGIAdapter = nullptr;
+ IDXGIFactory* pFactory = nullptr;
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ bd->pd3dDevice = device;
+ bd->pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+ bd->pd3dDevice->AddRef();
+
+ return true;
+}
+
+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();
+
+ 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;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
+
+ if (!bd->pFontSampler)
+ ImGui_ImplDX10_CreateDeviceObjects();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_dx10.h b/external/imgui/imgui/backends/imgui_impl_dx10.h
new file mode 100644
index 0000000..fde520c
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx10.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer Backend for DirectX10
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ID3D10Device;
+
+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();
diff --git a/external/imgui/imgui/backends/imgui_impl_dx11.cpp b/external/imgui/imgui/backends/imgui_impl_dx11.cpp
new file mode 100644
index 0000000..eaf4cf6
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx11.cpp
@@ -0,0 +1,597 @@
+// dear imgui: Renderer Backend for DirectX11
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
+// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
+// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
+// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 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().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
+// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
+// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
+// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2016-05-07: DirectX11: Disabling depth-write.
+
+#include "imgui.h"
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include
+#include
+#include
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX11 data
+struct ImGui_ImplDX11_Data
+{
+ ID3D11Device* pd3dDevice;
+ ID3D11DeviceContext* pd3dDeviceContext;
+ IDXGIFactory* pFactory;
+ ID3D11Buffer* pVB;
+ ID3D11Buffer* pIB;
+ ID3D11VertexShader* pVertexShader;
+ ID3D11InputLayout* pInputLayout;
+ ID3D11Buffer* pVertexConstantBuffer;
+ ID3D11PixelShader* pPixelShader;
+ ID3D11SamplerState* pFontSampler;
+ ID3D11ShaderResourceView* pFontTextureView;
+ ID3D11RasterizerState* pRasterizerState;
+ ID3D11BlendState* pBlendState;
+ ID3D11DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX11
+{
+ float mvp[4][4];
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+
+ // Setup viewport
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.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);
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ D3D11_MAPPED_SUBRESOURCE mapped_resource;
+ if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ ctx->Unmap(bd->pVertexConstantBuffer, 0);
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX11_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D11RasterizerState* RS;
+ ID3D11BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D11DepthStencilState* DepthStencilState;
+ ID3D11ShaderResourceView* PSShaderResource;
+ ID3D11SamplerState* PSSampler;
+ ID3D11PixelShader* PS;
+ ID3D11VertexShader* VS;
+ ID3D11GeometryShader* GS;
+ UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
+ ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
+ D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D11InputLayout* InputLayout;
+ };
+ 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);
+ 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);
+
+ 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);
+
+ // Setup desired DX state
+ ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
+
+ // 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++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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);
+ else
+ 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;
+
+ // 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);
+
+ // 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);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // 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();
+ 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();
+ 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();
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ 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);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+
+ // 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_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);
+ }
+}
+
+bool ImGui_ImplDX11_CreateDeviceObjects()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (!bd->pd3dDevice)
+ return false;
+ if (bd->pFontSampler)
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX11 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 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.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ ID3DBlob* vertexShaderBlob;
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
+ {
+ vertexShaderBlob->Release();
+ return false;
+ }
+ vertexShaderBlob->Release();
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ ID3DBlob* pixelShaderBlob;
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
+ {
+ pixelShaderBlob->Release();
+ return false;
+ }
+ pixelShaderBlob->Release();
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D11_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
+ }
+
+ ImGui_ImplDX11_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ 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.
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+ if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
+}
+
+bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx11";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ // Get factory from device
+ IDXGIDevice* pDXGIDevice = nullptr;
+ IDXGIAdapter* pDXGIAdapter = nullptr;
+ IDXGIFactory* pFactory = nullptr;
+
+ if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
+ if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
+ if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
+ {
+ bd->pd3dDevice = device;
+ bd->pd3dDeviceContext = device_context;
+ bd->pFactory = pFactory;
+ }
+ if (pDXGIDevice) pDXGIDevice->Release();
+ if (pDXGIAdapter) pDXGIAdapter->Release();
+ bd->pd3dDevice->AddRef();
+ bd->pd3dDeviceContext->AddRef();
+
+ return true;
+}
+
+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();
+
+ 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;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
+
+ if (!bd->pFontSampler)
+ ImGui_ImplDX11_CreateDeviceObjects();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_dx11.h b/external/imgui/imgui/backends/imgui_impl_dx11.h
new file mode 100644
index 0000000..f12d718
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx11.h
@@ -0,0 +1,26 @@
+// dear imgui: Renderer Backend for DirectX11
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+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();
diff --git a/external/imgui/imgui/backends/imgui_impl_dx12.cpp b/external/imgui/imgui/backends/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..8712fce
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx12.cpp
@@ -0,0 +1,753 @@
+// dear imgui: Renderer Backend for DirectX12
+// 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.
+
+// 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)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
+// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
+// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
+// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
+// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Various minor tidying up.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
+// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
+// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include
+#include
+#include
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX12_RenderBuffers;
+struct ImGui_ImplDX12_Data
+{
+ ID3D12Device* pd3dDevice;
+ ID3D12RootSignature* pRootSignature;
+ ID3D12PipelineState* pPipelineState;
+ DXGI_FORMAT RTVFormat;
+ ID3D12Resource* pFontTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+ ID3D12DescriptorHeap* pd3dSrvDescHeap;
+ UINT numFramesInFlight;
+
+ ImGui_ImplDX12_RenderBuffers* pFrameResources;
+ UINT frameIndex;
+
+ ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Buffers used during the rendering of a frame
+struct ImGui_ImplDX12_RenderBuffers
+{
+ ID3D12Resource* IndexBuffer;
+ ID3D12Resource* VertexBuffer;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX12
+{
+ float mvp[4][4];
+};
+
+// Functions
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = draw_data->DisplaySize.x;
+ vp.Height = draw_data->DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->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));
+ 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));
+ 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);
+
+ // Setup blend factor
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+}
+
+template
+static inline void SafeRelease(T*& res)
+{
+ if (res)
+ res->Release();
+ res = nullptr;
+}
+
+// Render function
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
+{
+ // 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.
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bd->frameIndex = bd->frameIndex + 1;
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ SafeRelease(fr->VertexBuffer);
+ fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ 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;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+ return;
+ }
+ if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ SafeRelease(fr->IndexBuffer);
+ fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ 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;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+ return;
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ 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++)
+ {
+ 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;
+ }
+ fr->VertexBuffer->Unmap(0, &range);
+ fr->IndexBuffer->Unmap(0, &range);
+
+ // Setup desired DX state
+ ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+
+ // 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++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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);
+ else
+ 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;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+ texture_handle.ptr = (UINT64)pcmd->GetTexID();
+ ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = nullptr;
+ bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ 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
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+ SafeRelease(bd->pFontTextureResource);
+ bd->pFontTextureResource = pTexture;
+ }
+
+ // 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);
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (bd->pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ 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_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
+ // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
+ static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
+ if (d3d12_dll == nullptr)
+ {
+ // Attempt to load d3d12.dll from local directories. This will only succeed if
+ // (1) the current OS is Windows 7, and
+ // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
+ // See https://github.com/ocornut/imgui/pull/3696 for details.
+ const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
+ for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
+ if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
+ break;
+
+ // If failed, we are on Windows >= 10.
+ if (d3d12_dll == nullptr)
+ d3d12_dll = ::LoadLibraryA("d3d12.dll");
+
+ if (d3d12_dll == nullptr)
+ return false;
+ }
+
+ PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+ if (D3D12SerializeRootSignatureFn == nullptr)
+ return false;
+
+ ID3DBlob* blob = nullptr;
+ if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
+ return false;
+
+ bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ 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.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ ID3DBlob* vertexShaderBlob;
+ ID3DBlob* pixelShaderBlob;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
+ {
+ vertexShaderBlob->Release();
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ }
+ psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
+ vertexShaderBlob->Release();
+ pixelShaderBlob->Release();
+ if (result_pipeline_state != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ SafeRelease(bd->pRootSignature);
+ SafeRelease(bd->pPipelineState);
+ SafeRelease(bd->pFontTextureResource);
+ io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ SafeRelease(fr->IndexBuffer);
+ SafeRelease(fr->VertexBuffer);
+ }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx12";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->pd3dDevice = device;
+ bd->RTVFormat = rtv_format;
+ bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
+ bd->numFramesInFlight = num_frames_in_flight;
+ bd->pd3dSrvDescHeap = cbv_srv_heap;
+ bd->frameIndex = UINT_MAX;
+
+ // Create buffers with a default size (they will later be grown as needed)
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ fr->IndexBuffer = nullptr;
+ fr->VertexBuffer = nullptr;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Clean up windows and device objects
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] bd->pFrameResources;
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
+
+ if (!bd->pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_dx12.h b/external/imgui/imgui/backends/imgui_impl_dx12.h
new file mode 100644
index 0000000..ea6d33b
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx12.h
@@ -0,0 +1,38 @@
+// dear imgui: Renderer Backend for DirectX12
+// 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.
+
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#include // DXGI_FORMAT
+
+struct ID3D12Device;
+struct ID3D12DescriptorHeap;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// 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);
+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);
+
+// 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();
diff --git a/external/imgui/imgui/backends/imgui_impl_dx9.cpp b/external/imgui/imgui/backends/imgui_impl_dx9.cpp
new file mode 100644
index 0000000..28afa44
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx9.cpp
@@ -0,0 +1,380 @@
+// dear imgui: Renderer Backend for DirectX9
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
+// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
+// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
+// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
+// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
+// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
+// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
+// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include
+
+// DirectX data
+struct ImGui_ImplDX9_Data
+{
+ LPDIRECT3DDEVICE9 pd3dDevice;
+ LPDIRECT3DVERTEXBUFFER9 pVB;
+ LPDIRECT3DINDEXBUFFER9 pIB;
+ LPDIRECT3DTEXTURE9 FontTexture;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct CUSTOMVERTEX
+{
+ float pos[3];
+ D3DCOLOR col;
+ float uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
+#else
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
+#endif
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+
+ // Setup viewport
+ D3DVIEWPORT9 vp;
+ vp.X = vp.Y = 0;
+ vp.Width = (DWORD)draw_data->DisplaySize.x;
+ vp.Height = (DWORD)draw_data->DisplaySize.y;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ bd->pd3dDevice->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);
+
+ // 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.
+ // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+ {
+ float L = draw_data->DisplayPos.x + 0.5f;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
+ float T = draw_data->DisplayPos.y + 0.5f;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
+ D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
+ D3DMATRIX mat_projection =
+ { { {
+ 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
+ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ (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);
+ }
+}
+
+// Render function.
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ 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();
+ 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)
+ 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)
+ return;
+ }
+
+ // Backup the DX9 state
+ IDirect3DStateBlock9* d3d9_state_block = nullptr;
+ if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+ return;
+ if (d3d9_state_block->Capture() < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
+
+ // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
+ D3DMATRIX last_world, last_view, last_projection;
+ bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->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();
+ 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();
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+ // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
+ // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
+ // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+ for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->pos[2] = 0.0f;
+ vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst++;
+ vtx_src++;
+ }
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ idx_dst += cmd_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);
+
+ // Setup desired DX state
+ ImGui_ImplDX9_SetupRenderState(draw_data);
+
+ // 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++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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_ImplDX9_SetupRenderState(draw_data);
+ else
+ 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;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
+ bd->pd3dDevice->SetTexture(0, texture);
+ bd->pd3dDevice->SetScissorRect(&r);
+ bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // 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);
+
+ // Restore the DX9 state
+ d3d9_state_block->Apply();
+ d3d9_state_block->Release();
+}
+
+bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx9";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ 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_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ unsigned char* pixels;
+ int width, height, bytes_per_pixel;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+ // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (io.Fonts->TexPixelsUseColors)
+ {
+ ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
+ for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
+ *dst = IMGUI_COL_TO_DX9_ARGB(*src);
+ pixels = (unsigned char*)dst_start;
+ }
+#endif
+
+ // Upload texture to graphics system
+ bd->FontTexture = nullptr;
+ if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
+ return false;
+ D3DLOCKED_RECT tex_locked_rect;
+ if (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);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (io.Fonts->TexPixelsUseColors)
+ ImGui::MemFree(pixels);
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (!ImGui_ImplDX9_CreateFontsTexture())
+ return false;
+ return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+ 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 && "Did you call ImGui_ImplDX9_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplDX9_CreateDeviceObjects();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_dx9.h b/external/imgui/imgui/backends/imgui_impl_dx9.h
new file mode 100644
index 0000000..32e89ec
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_dx9.h
@@ -0,0 +1,25 @@
+// dear imgui: Renderer Backend for DirectX9
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct IDirect3DDevice9;
+
+IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
+IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
diff --git a/external/imgui/imgui/backends/imgui_impl_glfw.cpp b/external/imgui/imgui/backends/imgui_impl_glfw.cpp
new file mode 100644
index 0000000..0858cdd
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_glfw.cpp
@@ -0,0 +1,800 @@
+// 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.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
+// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
+// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
+// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
+// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
+// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
+// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
+// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
+// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
+// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
+// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
+// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// GLFW
+#include
+
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include // for glfwGetWin32Window()
+#endif
+#ifdef __APPLE__
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include // for glfwGetCocoaWindow()
+#endif
+
+#ifdef __EMSCRIPTEN__
+#include
+#include
+#endif
+
+// We gather version tests as define in order to easily see which features are version-dependent.
+#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#else
+#define GLFW_HAS_NEW_CURSORS (0)
+#endif
+#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+
+// GLFW data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan
+};
+
+struct ImGui_ImplGlfw_Data
+{
+ GLFWwindow* Window;
+ GlfwClientApi ClientApi;
+ double Time;
+ GLFWwindow* MouseWindow;
+ GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ ImVec2 LastValidMousePos;
+ bool InstalledCallbacks;
+ bool CallbacksChainForAllWindows;
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ GLFWwindowfocusfun PrevUserCallbackWindowFocus;
+ GLFWcursorposfun PrevUserCallbackCursorPos;
+ GLFWcursorenterfun PrevUserCallbackCursorEnter;
+ GLFWmousebuttonfun PrevUserCallbackMousebutton;
+ GLFWscrollfun PrevUserCallbackScroll;
+ GLFWkeyfun PrevUserCallbackKey;
+ GLFWcharfun PrevUserCallbackChar;
+ GLFWmonitorfun PrevUserCallbackMonitor;
+#ifdef _WIN32
+ WNDPROC GlfwWndProc;
+#endif
+
+ ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
+// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
+{
+ return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
+{
+ glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
+{
+ switch (key)
+ {
+ case GLFW_KEY_TAB: return ImGuiKey_Tab;
+ case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case GLFW_KEY_UP: return ImGuiKey_UpArrow;
+ case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
+ case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
+ case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+ case GLFW_KEY_HOME: return ImGuiKey_Home;
+ case GLFW_KEY_END: return ImGuiKey_End;
+ case GLFW_KEY_INSERT: return ImGuiKey_Insert;
+ case GLFW_KEY_DELETE: return ImGuiKey_Delete;
+ case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
+ case GLFW_KEY_SPACE: return ImGuiKey_Space;
+ case GLFW_KEY_ENTER: return ImGuiKey_Enter;
+ case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
+ case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case GLFW_KEY_COMMA: return ImGuiKey_Comma;
+ case GLFW_KEY_MINUS: return ImGuiKey_Minus;
+ case GLFW_KEY_PERIOD: return ImGuiKey_Period;
+ case GLFW_KEY_SLASH: return ImGuiKey_Slash;
+ case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+ case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
+ case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+ case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
+ case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+ case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
+ case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
+ case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+ case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
+ case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
+ case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
+ case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
+ case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
+ case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
+ case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
+ case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
+ case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
+ case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
+ case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
+ case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
+ case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
+ case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
+ case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
+ case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
+ case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
+ case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
+ case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
+ case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
+ case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
+ case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
+ case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
+ case GLFW_KEY_MENU: return ImGuiKey_Menu;
+ case GLFW_KEY_0: return ImGuiKey_0;
+ case GLFW_KEY_1: return ImGuiKey_1;
+ case GLFW_KEY_2: return ImGuiKey_2;
+ case GLFW_KEY_3: return ImGuiKey_3;
+ case GLFW_KEY_4: return ImGuiKey_4;
+ case GLFW_KEY_5: return ImGuiKey_5;
+ case GLFW_KEY_6: return ImGuiKey_6;
+ case GLFW_KEY_7: return ImGuiKey_7;
+ case GLFW_KEY_8: return ImGuiKey_8;
+ case GLFW_KEY_9: return ImGuiKey_9;
+ case GLFW_KEY_A: return ImGuiKey_A;
+ case GLFW_KEY_B: return ImGuiKey_B;
+ case GLFW_KEY_C: return ImGuiKey_C;
+ case GLFW_KEY_D: return ImGuiKey_D;
+ case GLFW_KEY_E: return ImGuiKey_E;
+ case GLFW_KEY_F: return ImGuiKey_F;
+ case GLFW_KEY_G: return ImGuiKey_G;
+ case GLFW_KEY_H: return ImGuiKey_H;
+ case GLFW_KEY_I: return ImGuiKey_I;
+ case GLFW_KEY_J: return ImGuiKey_J;
+ case GLFW_KEY_K: return ImGuiKey_K;
+ case GLFW_KEY_L: return ImGuiKey_L;
+ case GLFW_KEY_M: return ImGuiKey_M;
+ case GLFW_KEY_N: return ImGuiKey_N;
+ case GLFW_KEY_O: return ImGuiKey_O;
+ case GLFW_KEY_P: return ImGuiKey_P;
+ case GLFW_KEY_Q: return ImGuiKey_Q;
+ case GLFW_KEY_R: return ImGuiKey_R;
+ case GLFW_KEY_S: return ImGuiKey_S;
+ case GLFW_KEY_T: return ImGuiKey_T;
+ case GLFW_KEY_U: return ImGuiKey_U;
+ case GLFW_KEY_V: return ImGuiKey_V;
+ case GLFW_KEY_W: return ImGuiKey_W;
+ case GLFW_KEY_X: return ImGuiKey_X;
+ case GLFW_KEY_Y: return ImGuiKey_Y;
+ case GLFW_KEY_Z: return ImGuiKey_Z;
+ case GLFW_KEY_F1: return ImGuiKey_F1;
+ case GLFW_KEY_F2: return ImGuiKey_F2;
+ case GLFW_KEY_F3: return ImGuiKey_F3;
+ case GLFW_KEY_F4: return ImGuiKey_F4;
+ case GLFW_KEY_F5: return ImGuiKey_F5;
+ case GLFW_KEY_F6: return ImGuiKey_F6;
+ case GLFW_KEY_F7: return ImGuiKey_F7;
+ case GLFW_KEY_F8: return ImGuiKey_F8;
+ case GLFW_KEY_F9: return ImGuiKey_F9;
+ case GLFW_KEY_F10: return ImGuiKey_F10;
+ case GLFW_KEY_F11: return ImGuiKey_F11;
+ case GLFW_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
+static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
+}
+
+static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
+
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ io.AddMouseButtonEvent(button, action == GLFW_PRESS);
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+#ifdef __EMSCRIPTEN__
+ // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
+ return;
+#endif
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
+}
+
+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
+{
+#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
+ // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
+ // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
+ // See https://github.com/glfw/glfw/issues/1502 for details.
+ // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
+ // This won't cover edge cases but this is at least going to cover common cases.
+ if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
+ return key;
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ const char* key_name = glfwGetKeyName(key, scancode);
+ glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
+ if (key_name && key_name[0] != 0 && key_name[1] == 0)
+ {
+ const char char_names[] = "`-=[]\\,;\'./";
+ const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
+ IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
+ if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
+ else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
+ else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
+ else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
+ }
+ // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
+#else
+ IM_UNUSED(scancode);
+#endif
+ return key;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
+
+ if (action != GLFW_PRESS && action != GLFW_RELEASE)
+ return;
+
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
+
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
+ io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
+ io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackWindowFocus(window, focused);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(focused != 0);
+}
+
+void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackCursorPos(window, x, y);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+ bd->LastValidMousePos = ImVec2((float)x, (float)y);
+}
+
+// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
+// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackCursorEnter(window, entered);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (entered)
+ {
+ bd->MouseWindow = window;
+ io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
+ }
+ else if (!entered && bd->MouseWindow == window)
+ {
+ bd->LastValidMousePos = io.MousePos;
+ bd->MouseWindow = nullptr;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackChar(window, c);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddInputCharacter(c);
+}
+
+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.
+}
+
+#ifdef __EMSCRIPTEN__
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
+{
+ // Mimic Emscripten_HandleWheel() in SDL.
+ // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+ float multiplier = 0.0f;
+ if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
+ else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
+ else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
+ float wheel_x = ev->deltaX * -multiplier;
+ float wheel_y = ev->deltaY * -multiplier;
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseWheelEvent(wheel_x, wheel_y);
+ //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
+ return EM_TRUE;
+}
+#endif
+
+#ifdef _WIN32
+// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+ LPARAM extra_info = ::GetMessageExtraInfo();
+ if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+ return ImGuiMouseSource_Pen;
+ if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+ return ImGuiMouseSource_TouchScreen;
+ return ImGuiMouseSource_Mouse;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ switch (msg)
+ {
+ case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+ ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+ break;
+ }
+ return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
+}
+#endif
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
+ IM_ASSERT(bd->Window == window);
+
+ bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+ bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+ bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
+ bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+ bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+ bd->InstalledCallbacks = true;
+}
+
+void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
+ IM_ASSERT(bd->Window == window);
+
+ glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
+ glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
+ glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
+ glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
+ glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
+ glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
+ glfwSetCharCallback(window, bd->PrevUserCallbackChar);
+ glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+ bd->InstalledCallbacks = false;
+ bd->PrevUserCallbackWindowFocus = nullptr;
+ bd->PrevUserCallbackCursorEnter = nullptr;
+ bd->PrevUserCallbackCursorPos = nullptr;
+ bd->PrevUserCallbackMousebutton = nullptr;
+ bd->PrevUserCallbackScroll = nullptr;
+ bd->PrevUserCallbackKey = nullptr;
+ bd->PrevUserCallbackChar = nullptr;
+ bd->PrevUserCallbackMonitor = nullptr;
+}
+
+// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
+// This is 'false' by default meaning we only chain callbacks for the main viewport.
+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ bd->CallbacksChainForAllWindows = chain_for_all_windows;
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
+
+ // Setup backend capabilities flags
+ ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_glfw";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->Time = 0.0;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = bd->Window;
+
+ // Create mouse cursors
+ // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
+ // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
+ // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+#if GLFW_HAS_NEW_CURSORS
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+#else
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+#endif
+ glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ 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();
+#ifdef _WIN32
+ main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#elif defined(__APPLE__)
+ main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
+#else
+ IM_UNUSED(main_viewport);
+#endif
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
+ IM_ASSERT(bd->GlfwWndProc != nullptr);
+ ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+ bd->ClientApi = client_api;
+ return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
+}
+
+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();
+
+ if (bd->InstalledCallbacks)
+ ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
+
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
+ bd->GlfwWndProc = nullptr;
+#endif
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseData()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ {
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ return;
+ }
+
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+ {
+ GLFWwindow* window = bd->Window;
+
+#ifdef __EMSCRIPTEN__
+ 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)
+ if (io.WantSetMousePos)
+ glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
+
+ // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
+ if (bd->MouseWindow == nullptr)
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
+ }
+ }
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+ {
+ GLFWwindow* window = bd->Window;
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+ glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+ }
+}
+
+// Update gamepad inputs
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ return;
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
+ GLFWgamepadstate gamepad;
+ if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
+ return;
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#else
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ if (axes_count == 0 || buttons_count == 0)
+ return;
+ #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
+ #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#endif
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
+ MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
+ MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
+ MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
+ MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
+ MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
+ MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(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 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)
+ double current_time = glfwGetTime();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 0.00001f;
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMouseData();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplGlfw_UpdateGamepads();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_glfw.h b/external/imgui/imgui/backends/imgui_impl_glfw.h
new file mode 100644
index 0000000..698b0d4
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_glfw.h
@@ -0,0 +1,47 @@
+// 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.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct GLFWwindow;
+struct GLFWmonitor;
+
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GFLW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
+IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
diff --git a/external/imgui/imgui/backends/imgui_impl_glut.cpp b/external/imgui/imgui/backends/imgui_impl_glut.cpp
new file mode 100644
index 0000000..3f911a1
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_glut.cpp
@@ -0,0 +1,300 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Implemented features:
+// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing horizontal mouse wheel support.
+// [ ] Platform: Missing mouse cursor shape/visibility support.
+// [ ] Platform: Missing clipboard support (not supported by Glut).
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
+// 2019-03-25: Misc: Made io.DeltaTime always above zero.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-03-22: Added GLUT Platform binding.
+
+#include "imgui.h"
+#include "imgui_impl_glut.h"
+#define GL_SILENCE_DEPRECATION
+#ifdef __APPLE__
+#include
+#else
+#include
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#endif
+
+static int g_Time = 0; // Current time, in milliseconds
+
+// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
+static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
+{
+ switch (key)
+ {
+ case '\t': return ImGuiKey_Tab;
+ case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
+ case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
+ case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
+ case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+ case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
+ case 256 + GLUT_KEY_END: return ImGuiKey_End;
+ case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
+ case 127: return ImGuiKey_Delete;
+ case 8: return ImGuiKey_Backspace;
+ case ' ': return ImGuiKey_Space;
+ case 13: return ImGuiKey_Enter;
+ case 27: return ImGuiKey_Escape;
+ case 39: return ImGuiKey_Apostrophe;
+ case 44: return ImGuiKey_Comma;
+ case 45: return ImGuiKey_Minus;
+ case 46: return ImGuiKey_Period;
+ case 47: return ImGuiKey_Slash;
+ case 59: return ImGuiKey_Semicolon;
+ case 61: return ImGuiKey_Equal;
+ case 91: return ImGuiKey_LeftBracket;
+ case 92: return ImGuiKey_Backslash;
+ case 93: return ImGuiKey_RightBracket;
+ case 96: return ImGuiKey_GraveAccent;
+ //case 0: return ImGuiKey_CapsLock;
+ //case 0: return ImGuiKey_ScrollLock;
+ case 256 + 0x006D: return ImGuiKey_NumLock;
+ //case 0: return ImGuiKey_PrintScreen;
+ //case 0: return ImGuiKey_Pause;
+ //case '0': return ImGuiKey_Keypad0;
+ //case '1': return ImGuiKey_Keypad1;
+ //case '2': return ImGuiKey_Keypad2;
+ //case '3': return ImGuiKey_Keypad3;
+ //case '4': return ImGuiKey_Keypad4;
+ //case '5': return ImGuiKey_Keypad5;
+ //case '6': return ImGuiKey_Keypad6;
+ //case '7': return ImGuiKey_Keypad7;
+ //case '8': return ImGuiKey_Keypad8;
+ //case '9': return ImGuiKey_Keypad9;
+ //case 46: return ImGuiKey_KeypadDecimal;
+ //case 47: return ImGuiKey_KeypadDivide;
+ case 42: return ImGuiKey_KeypadMultiply;
+ //case 45: return ImGuiKey_KeypadSubtract;
+ case 43: return ImGuiKey_KeypadAdd;
+ //case 13: return ImGuiKey_KeypadEnter;
+ //case 0: return ImGuiKey_KeypadEqual;
+ case 256 + 0x0072: return ImGuiKey_LeftCtrl;
+ case 256 + 0x0070: return ImGuiKey_LeftShift;
+ case 256 + 0x0074: return ImGuiKey_LeftAlt;
+ //case 0: return ImGuiKey_LeftSuper;
+ case 256 + 0x0073: return ImGuiKey_RightCtrl;
+ case 256 + 0x0071: return ImGuiKey_RightShift;
+ case 256 + 0x0075: return ImGuiKey_RightAlt;
+ //case 0: return ImGuiKey_RightSuper;
+ //case 0: return ImGuiKey_Menu;
+ case '0': return ImGuiKey_0;
+ case '1': return ImGuiKey_1;
+ case '2': return ImGuiKey_2;
+ case '3': return ImGuiKey_3;
+ case '4': return ImGuiKey_4;
+ case '5': return ImGuiKey_5;
+ case '6': return ImGuiKey_6;
+ case '7': return ImGuiKey_7;
+ case '8': return ImGuiKey_8;
+ case '9': return ImGuiKey_9;
+ case 'A': case 'a': return ImGuiKey_A;
+ case 'B': case 'b': return ImGuiKey_B;
+ case 'C': case 'c': return ImGuiKey_C;
+ case 'D': case 'd': return ImGuiKey_D;
+ case 'E': case 'e': return ImGuiKey_E;
+ case 'F': case 'f': return ImGuiKey_F;
+ case 'G': case 'g': return ImGuiKey_G;
+ case 'H': case 'h': return ImGuiKey_H;
+ case 'I': case 'i': return ImGuiKey_I;
+ case 'J': case 'j': return ImGuiKey_J;
+ case 'K': case 'k': return ImGuiKey_K;
+ case 'L': case 'l': return ImGuiKey_L;
+ case 'M': case 'm': return ImGuiKey_M;
+ case 'N': case 'n': return ImGuiKey_N;
+ case 'O': case 'o': return ImGuiKey_O;
+ case 'P': case 'p': return ImGuiKey_P;
+ case 'Q': case 'q': return ImGuiKey_Q;
+ case 'R': case 'r': return ImGuiKey_R;
+ case 'S': case 's': return ImGuiKey_S;
+ case 'T': case 't': return ImGuiKey_T;
+ case 'U': case 'u': return ImGuiKey_U;
+ case 'V': case 'v': return ImGuiKey_V;
+ case 'W': case 'w': return ImGuiKey_W;
+ case 'X': case 'x': return ImGuiKey_X;
+ case 'Y': case 'y': return ImGuiKey_Y;
+ case 'Z': case 'z': return ImGuiKey_Z;
+ case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
+ case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
+ case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
+ case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
+ case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
+ case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
+ case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
+ case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
+ case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
+ case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
+ case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
+ case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+bool ImGui_ImplGLUT_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+#ifdef FREEGLUT
+ io.BackendPlatformName = "imgui_impl_glut (freeglut)";
+#else
+ io.BackendPlatformName = "imgui_impl_glut";
+#endif
+ g_Time = 0;
+
+ return true;
+}
+
+void ImGui_ImplGLUT_InstallFuncs()
+{
+ glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
+ glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
+ glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
+ glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
+#ifdef __FREEGLUT_EXT_H__
+ glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
+#endif
+ glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
+ glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
+ glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
+ glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
+}
+
+void ImGui_ImplGLUT_Shutdown()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = nullptr;
+}
+
+void ImGui_ImplGLUT_NewFrame()
+{
+ // Setup time step
+ ImGuiIO& io = ImGui::GetIO();
+ int current_time = glutGet(GLUT_ELAPSED_TIME);
+ int delta_time_ms = (current_time - g_Time);
+ if (delta_time_ms <= 0)
+ delta_time_ms = 1;
+ io.DeltaTime = delta_time_ms / 1000.0f;
+ g_Time = current_time;
+}
+
+static void ImGui_ImplGLUT_UpdateKeyModifiers()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ int glut_key_mods = glutGetModifiers();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
+}
+
+static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(key, down);
+ io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
+{
+ // Send character to imgui
+ //printf("char_down_func %d '%c'\n", c, c);
+ ImGuiIO& io = ImGui::GetIO();
+ if (c >= 32)
+ io.AddInputCharacter((unsigned int)c);
+
+ ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+ ImGui_ImplGLUT_AddKeyEvent(key, true, c);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
+{
+ //printf("char_up_func %d '%c'\n", c, c);
+ ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+ ImGui_ImplGLUT_AddKeyEvent(key, false, c);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
+{
+ //printf("key_down_func %d\n", key);
+ ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+ ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
+{
+ //printf("key_up_func %d\n", key);
+ ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+ ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
+ (void)x; (void)y; // Unused
+}
+
+void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+ int button = -1;
+ if (glut_button == GLUT_LEFT_BUTTON) button = 0;
+ if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
+ if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
+ if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
+ io.AddMouseButtonEvent(button, state == GLUT_DOWN);
+}
+
+#ifdef __FREEGLUT_EXT_H__
+void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+ if (dir != 0)
+ io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
+ (void)button; // Unused
+}
+#endif
+
+void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)w, (float)h);
+}
+
+void ImGui_ImplGLUT_MotionFunc(int x, int y)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_glut.h b/external/imgui/imgui/backends/imgui_impl_glut.h
new file mode 100644
index 0000000..545cd8d
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_glut.h
@@ -0,0 +1,40 @@
+// dear imgui: Platform Backend for GLUT/FreeGLUT
+// This needs to be used along with a Renderer (e.g. OpenGL2)
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// Implemented features:
+// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// Issues:
+// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
+// [ ] Platform: Missing horizontal mouse wheel support.
+// [ ] Platform: Missing mouse cursor shape/visibility support.
+// [ ] Platform: Missing clipboard support (not supported by Glut).
+// [ ] Platform: Missing gamepad support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
+IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
+IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
+
+// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
+// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
+//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
+IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
+IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
diff --git a/external/imgui/imgui/backends/imgui_impl_metal.h b/external/imgui/imgui/backends/imgui_impl_metal.h
new file mode 100644
index 0000000..da9e9ef
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_metal.h
@@ -0,0 +1,64 @@
+// dear imgui: Renderer Backend for Metal
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h" // IMGUI_IMPL_API
+
+//-----------------------------------------------------------------------------
+// ObjC API
+//-----------------------------------------------------------------------------
+
+#ifdef __OBJC__
+
+@class MTLRenderPassDescriptor;
+@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
+
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
+ id commandBuffer,
+ 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();
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
+// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
+
+#ifdef IMGUI_IMPL_METAL_CPP
+#include
+#ifndef __OBJC__
+
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ MTL::CommandBuffer* commandBuffer,
+ MTL::RenderCommandEncoder* commandEncoder);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
+
+#endif
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_metal.mm b/external/imgui/imgui/backends/imgui_impl_metal.mm
new file mode 100644
index 0000000..dbf7a87
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_metal.mm
@@ -0,0 +1,582 @@
+// dear imgui: Renderer Backend for Metal
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
+// 2022-07-05: Metal: Add dispatch synchronization.
+// 2022-06-30: Metal: Use __bridge for ARC based systems.
+// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
+// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
+// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
+// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
+// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
+// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-07-05: Metal: Added new Metal backend implementation.
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+#import
+#import
+
+#pragma mark - Support classes
+
+// A wrapper around a MTLBuffer object that knows the last time it was reused
+@interface MetalBuffer : NSObject
+@property (nonatomic, strong) id buffer;
+@property (nonatomic, assign) double lastReuseTime;
+- (instancetype)initWithBuffer:(id)buffer;
+@end
+
+// An object that encapsulates the data necessary to uniquely identify a
+// render pipeline state. These are used as cache keys.
+@interface FramebufferDescriptor : NSObject
+@property (nonatomic, assign) unsigned long sampleCount;
+@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
+@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
+@end
+
+// A singleton that stores long-lived objects that are needed by the Metal
+// renderer backend. Stores the render pipeline state cache and the default
+// font texture, and manages the reusable buffer cache.
+@interface MetalContext : NSObject
+@property (nonatomic, strong) id device;
+@property (nonatomic, strong) id depthStencilState;
+@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
+@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
+@property (nonatomic, strong, nullable) id fontTexture;
+@property (nonatomic, strong) NSMutableArray* bufferCache;
+@property (nonatomic, assign) double lastBufferCachePurge;
+- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device;
+- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device;
+@end
+
+struct ImGui_ImplMetal_Data
+{
+ MetalContext* SharedMetalContext;
+
+ ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
+static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
+static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
+
+static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+#ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal C++ Backend API
+
+bool ImGui_ImplMetal_Init(MTL::Device* device)
+{
+ return ImGui_ImplMetal_Init((__bridge id)(device));
+}
+
+void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
+{
+ ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
+}
+
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ MTL::CommandBuffer* commandBuffer,
+ MTL::RenderCommandEncoder* commandEncoder)
+{
+ ImGui_ImplMetal_RenderDrawData(draw_data,
+ (__bridge id)(commandBuffer),
+ (__bridge id)(commandEncoder));
+
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
+{
+ return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device));
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
+{
+ return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device));
+}
+
+#endif // #ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal Backend API
+
+bool ImGui_ImplMetal_Init(id device)
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_metal";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->SharedMetalContext = [[MetalContext alloc] init];
+ bd->SharedMetalContext.device = device;
+
+ return true;
+}
+
+void ImGui_ImplMetal_Shutdown()
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGui_ImplMetal_DestroyDeviceObjects();
+ ImGui_ImplMetal_DestroyBackendData();
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+}
+
+void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
+ bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
+
+ if (bd->SharedMetalContext.depthStencilState == nil)
+ ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
+}
+
+static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer,
+ id commandEncoder, id renderPipelineState,
+ MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
+{
+ IM_UNUSED(commandBuffer);
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ [commandEncoder setCullMode:MTLCullModeNone];
+ [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to
+ // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ MTLViewport viewport =
+ {
+ .originX = 0.0,
+ .originY = 0.0,
+ .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
+ .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
+ .znear = 0.0,
+ .zfar = 1.0
+ };
+ [commandEncoder setViewport:viewport];
+
+ float L = drawData->DisplayPos.x;
+ float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
+ float T = drawData->DisplayPos.y;
+ float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
+ float N = (float)viewport.znear;
+ float F = (float)viewport.zfar;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1/(F-N), 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
+ };
+ [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
+
+ [commandEncoder setRenderPipelineState:renderPipelineState];
+
+ [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
+ [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
+}
+
+// Metal Render function.
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, 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)
+ return;
+
+ // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
+ // The hit rate for this cache should be very near 100%.
+ id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
+ if (renderPipelineState == nil)
+ {
+ // No luck; make a new render pipeline state
+ renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
+
+ // Cache render pipeline state for later reuse
+ ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
+ }
+
+ size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
+ size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
+ MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
+ MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
+
+ ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ size_t vertexBufferOffset = 0;
+ size_t indexBufferOffset = 0;
+ for (int n = 0; n < drawData->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = drawData->CmdLists[n];
+
+ memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as setScissorRect() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+ if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
+ continue;
+
+ // Apply scissor/clipping rectangle
+ MTLScissorRect scissorRect =
+ {
+ .x = NSUInteger(clip_min.x),
+ .y = NSUInteger(clip_min.y),
+ .width = NSUInteger(clip_max.x - clip_min.x),
+ .height = NSUInteger(clip_max.y - clip_min.y)
+ };
+ [commandEncoder setScissorRect:scissorRect];
+
+ // Bind texture, Draw
+ if (ImTextureID tex_id = pcmd->GetTexID())
+ [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0];
+
+ [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
+ [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
+ indexCount:pcmd->ElemCount
+ indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
+ indexBuffer:indexBuffer.buffer
+ indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
+ }
+ }
+
+ vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+ indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+ }
+
+ [commandBuffer addCompletedHandler:^(id)
+ {
+ dispatch_async(dispatch_get_main_queue(), ^{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ if (bd != nullptr)
+ {
+ @synchronized(bd->SharedMetalContext.bufferCache)
+ {
+ [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
+ [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
+ }
+ }
+ });
+ }];
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(id device)
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
+ // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
+ // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
+ // You can make that change in your implementation.
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
+ width:(NSUInteger)width
+ height:(NSUInteger)height
+ mipmapped:NO];
+ textureDescriptor.usage = MTLTextureUsageShaderRead;
+#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
+ textureDescriptor.storageMode = MTLStorageModeManaged;
+#else
+ textureDescriptor.storageMode = MTLStorageModeShared;
+#endif
+ id texture = [device newTextureWithDescriptor:textureDescriptor];
+ [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
+ bd->SharedMetalContext.fontTexture = texture;
+ io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
+
+ return (bd->SharedMetalContext.fontTexture != nil);
+}
+
+void ImGui_ImplMetal_DestroyFontsTexture()
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ bd->SharedMetalContext.fontTexture = nil;
+ io.Fonts->SetTexID(0);
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(id device)
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
+ depthStencilDescriptor.depthWriteEnabled = NO;
+ depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
+ bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
+ ImGui_ImplMetal_CreateFontsTexture(device);
+
+ return true;
+}
+
+void ImGui_ImplMetal_DestroyDeviceObjects()
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ ImGui_ImplMetal_DestroyFontsTexture();
+ [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
+}
+
+#pragma mark - MetalBuffer implementation
+
+@implementation MetalBuffer
+- (instancetype)initWithBuffer:(id)buffer
+{
+ if ((self = [super init]))
+ {
+ _buffer = buffer;
+ _lastReuseTime = GetMachAbsoluteTimeInSeconds();
+ }
+ return self;
+}
+@end
+
+#pragma mark - FramebufferDescriptor implementation
+
+@implementation FramebufferDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
+{
+ if ((self = [super init]))
+ {
+ _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
+ _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
+ _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
+ _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
+ }
+ return self;
+}
+
+- (nonnull id)copyWithZone:(nullable NSZone*)zone
+{
+ FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
+ copy.sampleCount = self.sampleCount;
+ copy.colorPixelFormat = self.colorPixelFormat;
+ copy.depthPixelFormat = self.depthPixelFormat;
+ copy.stencilPixelFormat = self.stencilPixelFormat;
+ return copy;
+}
+
+- (NSUInteger)hash
+{
+ NSUInteger sc = _sampleCount & 0x3;
+ NSUInteger cf = _colorPixelFormat & 0x3FF;
+ NSUInteger df = _depthPixelFormat & 0x3FF;
+ NSUInteger sf = _stencilPixelFormat & 0x3FF;
+ NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
+ return hash;
+}
+
+- (BOOL)isEqual:(id)object
+{
+ FramebufferDescriptor* other = object;
+ if (![other isKindOfClass:[FramebufferDescriptor class]])
+ return NO;
+ return other.sampleCount == self.sampleCount &&
+ other.colorPixelFormat == self.colorPixelFormat &&
+ other.depthPixelFormat == self.depthPixelFormat &&
+ other.stencilPixelFormat == self.stencilPixelFormat;
+}
+
+@end
+
+#pragma mark - MetalContext implementation
+
+@implementation MetalContext
+- (instancetype)init
+{
+ if ((self = [super init]))
+ {
+ self.renderPipelineStateCache = [NSMutableDictionary dictionary];
+ self.bufferCache = [NSMutableArray array];
+ _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
+ }
+ return self;
+}
+
+- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device
+{
+ uint64_t now = GetMachAbsoluteTimeInSeconds();
+
+ @synchronized(self.bufferCache)
+ {
+ // Purge old buffers that haven't been useful for a while
+ if (now - self.lastBufferCachePurge > 1.0)
+ {
+ NSMutableArray* survivors = [NSMutableArray array];
+ for (MetalBuffer* candidate in self.bufferCache)
+ if (candidate.lastReuseTime > self.lastBufferCachePurge)
+ [survivors addObject:candidate];
+ self.bufferCache = [survivors mutableCopy];
+ self.lastBufferCachePurge = now;
+ }
+
+ // See if we have a buffer we can reuse
+ MetalBuffer* bestCandidate = nil;
+ for (MetalBuffer* candidate in self.bufferCache)
+ if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
+ bestCandidate = candidate;
+
+ if (bestCandidate != nil)
+ {
+ [self.bufferCache removeObject:bestCandidate];
+ bestCandidate.lastReuseTime = now;
+ return bestCandidate;
+ }
+ }
+
+ // No luck; make a new buffer
+ id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
+ return [[MetalBuffer alloc] initWithBuffer:backing];
+}
+
+// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device
+{
+ NSError* error = nil;
+
+ NSString* shaderSource = @""
+ "#include \n"
+ "using namespace metal;\n"
+ "\n"
+ "struct Uniforms {\n"
+ " float4x4 projectionMatrix;\n"
+ "};\n"
+ "\n"
+ "struct VertexIn {\n"
+ " float2 position [[attribute(0)]];\n"
+ " float2 texCoords [[attribute(1)]];\n"
+ " uchar4 color [[attribute(2)]];\n"
+ "};\n"
+ "\n"
+ "struct VertexOut {\n"
+ " float4 position [[position]];\n"
+ " float2 texCoords;\n"
+ " float4 color;\n"
+ "};\n"
+ "\n"
+ "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
+ " constant Uniforms &uniforms [[buffer(1)]]) {\n"
+ " VertexOut out;\n"
+ " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
+ " out.texCoords = in.texCoords;\n"
+ " out.color = float4(in.color) / float4(255.0);\n"
+ " return out;\n"
+ "}\n"
+ "\n"
+ "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
+ " texture2d texture [[texture(0)]]) {\n"
+ " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
+ " half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
+ " return half4(in.color) * texColor;\n"
+ "}\n";
+
+ id library = [device newLibraryWithSource:shaderSource options:nil error:&error];
+ if (library == nil)
+ {
+ NSLog(@"Error: failed to create Metal library: %@", error);
+ return nil;
+ }
+
+ id vertexFunction = [library newFunctionWithName:@"vertex_main"];
+ id fragmentFunction = [library newFunctionWithName:@"fragment_main"];
+
+ if (vertexFunction == nil || fragmentFunction == nil)
+ {
+ NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
+ return nil;
+ }
+
+ MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
+ vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
+ vertexDescriptor.attributes[0].bufferIndex = 0;
+ vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
+ vertexDescriptor.attributes[1].bufferIndex = 0;
+ vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
+ vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
+ vertexDescriptor.attributes[2].bufferIndex = 0;
+ vertexDescriptor.layouts[0].stepRate = 1;
+ vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
+ vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
+
+ MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
+ pipelineDescriptor.vertexFunction = vertexFunction;
+ pipelineDescriptor.fragmentFunction = fragmentFunction;
+ pipelineDescriptor.vertexDescriptor = vertexDescriptor;
+ pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
+ pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
+ pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
+ pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
+ pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
+ pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
+
+ id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
+ if (error != nil)
+ NSLog(@"Error: failed to create Metal pipeline state: %@", error);
+
+ return renderPipelineState;
+}
+
+@end
diff --git a/external/imgui/imgui/backends/imgui_impl_opengl2.cpp b/external/imgui/imgui/backends/imgui_impl_opengl2.cpp
new file mode 100644
index 0000000..e833cf3
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_opengl2.cpp
@@ -0,0 +1,298 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// 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!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
+// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
+// 2017-09-01: OpenGL: Save and restore current polygon mode.
+// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include // intptr_t
+#else
+#include // intptr_t
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#endif
+
+// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
+#if defined(_WIN32) && !defined(APIENTRY)
+#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+#endif
+#if defined(_WIN32) && !defined(WINGDIAPI)
+#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
+#endif
+#if defined(__APPLE__)
+#define GL_SILENCE_DEPRECATION
+#include
+#else
+#include
+#endif
+
+struct ImGui_ImplOpenGL2_Data
+{
+ GLuint FontTexture;
+
+ ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool ImGui_ImplOpenGL2_Init()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl2";
+
+ return true;
+}
+
+void ImGui_ImplOpenGL2_Shutdown()
+{
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplOpenGL2_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplOpenGL2_NewFrame()
+{
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplOpenGL2_CreateDeviceObjects();
+}
+
+static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
+{
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glEnable(GL_SCISSOR_TEST);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glEnable(GL_TEXTURE_2D);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glShadeModel(GL_SMOOTH);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
+ // GLint last_program;
+ // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ // glUseProgram(0);
+ // ImGui_ImplOpenGL2_RenderDrawData(...);
+ // glUseProgram(last_program)
+ // There are potentially many more states you could need to clear/setup that we can't access from default headers.
+ // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+}
+
+// OpenGL2 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ 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;
+
+ // 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);
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
+ GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
+ glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
+
+ // Setup desired GL state
+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ 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;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+ glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
+ glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
+ }
+ }
+ }
+
+ // Restore modified GL state
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPopAttrib();
+ glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ glShadeModel(last_shade_model);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
+}
+
+bool ImGui_ImplOpenGL2_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &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)
+ {
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
+ }
+}
+
+bool ImGui_ImplOpenGL2_CreateDeviceObjects()
+{
+ return ImGui_ImplOpenGL2_CreateFontsTexture();
+}
+
+void ImGui_ImplOpenGL2_DestroyDeviceObjects()
+{
+ ImGui_ImplOpenGL2_DestroyFontsTexture();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_opengl2.h b/external/imgui/imgui/backends/imgui_impl_opengl2.h
new file mode 100644
index 0000000..d00d27f
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_opengl2.h
@@ -0,0 +1,32 @@
+// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
+// 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!
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in imgui_impl_opengl3.cpp**
+// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
+// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
+// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
+// confuse your GPU driver.
+// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+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();
diff --git a/external/imgui/imgui/backends/imgui_impl_opengl3.cpp b/external/imgui/imgui/backends/imgui_impl_opengl3.cpp
new file mode 100644
index 0000000..f3184e7
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_opengl3.cpp
@@ -0,0 +1,941 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// 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).
+
+// About WebGL/ES:
+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
+// - This is done automatically on iOS, Android and Emscripten targets.
+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
+// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
+// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
+// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
+// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
+// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
+// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
+// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
+// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
+// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
+// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
+// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
+// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
+// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
+// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
+// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
+// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
+// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
+// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
+// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
+// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
+// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
+// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
+// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
+// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
+// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
+// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
+// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
+// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
+// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
+// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
+// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
+// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL GLSL GLSL
+// version version string
+//----------------------------------------
+// 2.0 110 "#version 110"
+// 2.1 120 "#version 120"
+// 3.0 130 "#version 130"
+// 3.1 140 "#version 140"
+// 3.2 150 "#version 150"
+// 3.3 330 "#version 330 core"
+// 4.0 400 "#version 400 core"
+// 4.1 410 "#version 410 core"
+// 4.2 420 "#version 410 core"
+// 4.3 430 "#version 430 core"
+// ES 2.0 100 "#version 100" = WebGL 1.0
+// ES 3.0 300 "#version 300 es" = WebGL 2.0
+//----------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include // intptr_t
+#else
+#include // intptr_t
+#endif
+#if defined(__APPLE__)
+#include
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
+#endif
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
+#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
+#endif
+
+// GL includes
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include // Use GL ES 2
+#else
+#include // Use GL ES 2
+#endif
+#if defined(__EMSCRIPTEN__)
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+#include
+#endif
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include // Use GL ES 3
+#else
+#include // Use GL ES 3
+#endif
+#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
+// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
+// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
+// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
+// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
+// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
+#define IMGL3W_IMPL
+#include "imgui_impl_opengl3_loader.h"
+#endif
+
+// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
+#ifndef IMGUI_IMPL_OPENGL_ES2
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#define glBindVertexArray glBindVertexArrayOES
+#define glGenVertexArrays glGenVertexArraysOES
+#define glDeleteVertexArrays glDeleteVertexArraysOES
+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
+#endif
+
+// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
+#ifdef GL_POLYGON_MODE
+#define IMGUI_IMPL_HAS_POLYGON_MODE
+#endif
+
+// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#endif
+
+// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+#endif
+
+// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+#endif
+
+// Desktop GL use extension detection
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+#endif
+
+// [Debugging]
+//#define IMGUI_IMPL_OPENGL_DEBUG
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+#include
+#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
+#else
+#define GL_CALL(_CALL) _CALL // Call without error check
+#endif
+
+// OpenGL Data
+struct ImGui_ImplOpenGL3_Data
+{
+ GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
+ char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
+ bool GlProfileIsES2;
+ bool GlProfileIsES3;
+ bool GlProfileIsCompat;
+ GLint GlProfileMask;
+ GLuint FontTexture;
+ GLuint ShaderHandle;
+ GLint AttribLocationTex; // Uniforms location
+ GLint AttribLocationProjMtx;
+ GLuint AttribLocationVtxPos; // Vertex attributes location
+ GLuint AttribLocationVtxUV;
+ GLuint AttribLocationVtxColor;
+ unsigned int VboHandle, ElementsHandle;
+ GLsizeiptr VertexBufferSize;
+ GLsizeiptr IndexBufferSize;
+ bool HasClipOrigin;
+ bool UseBufferSubData;
+
+ ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+struct ImGui_ImplOpenGL3_VtxAttribState
+{
+ GLint Enabled, Size, Type, Normalized, Stride;
+ GLvoid* Ptr;
+
+ void GetState(GLint index)
+ {
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
+ glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
+ }
+ void SetState(GLint index)
+ {
+ glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
+ if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
+ }
+};
+#endif
+
+// Functions
+bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Initialize our loader
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+ if (imgl3wInit() != 0)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return false;
+ }
+#endif
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl3";
+
+ // Query for GL version (e.g. 320 for GL 3.2)
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GLES 2
+ bd->GlVersion = 200;
+ bd->GlProfileIsES2 = true;
+#else
+ // Desktop or GLES 3
+ GLint major = 0;
+ GLint minor = 0;
+ glGetIntegerv(GL_MAJOR_VERSION, &major);
+ glGetIntegerv(GL_MINOR_VERSION, &minor);
+ if (major == 0 && minor == 0)
+ {
+ // Query GL_VERSION in desktop GL 2.x, the string will start with "."
+ const char* gl_version = (const char*)glGetString(GL_VERSION);
+ sscanf(gl_version, "%d.%d", &major, &minor);
+ }
+ bd->GlVersion = (GLuint)(major * 100 + minor * 10);
+#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
+
+#if defined(IMGUI_IMPL_OPENGL_ES3)
+ bd->GlProfileIsES3 = true;
+#endif
+
+ bd->UseBufferSubData = false;
+ /*
+ // Query vendor to enable glBufferSubData kludge
+#ifdef _WIN32
+ if (const char* vendor = (const char*)glGetString(GL_VENDOR))
+ if (strncmp(vendor, "Intel", 5) == 0)
+ bd->UseBufferSubData = true;
+#endif
+ */
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+ printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, 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
+
+ // Store GLSL version string so we can refer to it later in case we recreate shaders.
+ // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
+ if (glsl_version == nullptr)
+ {
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ glsl_version = "#version 100";
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ glsl_version = "#version 300 es";
+#elif defined(__APPLE__)
+ glsl_version = "#version 150";
+#else
+ glsl_version = "#version 130";
+#endif
+ }
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
+ strcpy(bd->GlslVersionString, glsl_version);
+ strcat(bd->GlslVersionString, "\n");
+
+ // Make an arbitrary GL call (we don't actually need the result)
+ // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
+ GLint current_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
+
+ // Detect extensions we support
+ bd->HasClipOrigin = (bd->GlVersion >= 450);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+ GLint num_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
+ for (GLint i = 0; i < num_extensions; i++)
+ {
+ const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
+ if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
+ bd->HasClipOrigin = true;
+ }
+#endif
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_Shutdown()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplOpenGL3_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplOpenGL3_NewFrame()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
+
+ if (!bd->ShaderHandle)
+ ImGui_ImplOpenGL3_CreateDeviceObjects();
+}
+
+static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ if (bd->GlVersion >= 310)
+ glDisable(GL_PRIMITIVE_RESTART);
+#endif
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+
+ // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+#if defined(GL_CLIP_ORIGIN)
+ bool clip_origin_lower_left = true;
+ if (bd->HasClipOrigin)
+ {
+ GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
+ if (current_clip_origin == GL_UPPER_LEFT)
+ clip_origin_lower_left = false;
+ }
+#endif
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+#if defined(GL_CLIP_ORIGIN)
+ if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
+#endif
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
+ };
+ glUseProgram(bd->ShaderHandle);
+ glUniform1i(bd->AttribLocationTex, 0);
+ glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
+ glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
+#endif
+
+ (void)vertex_array_object;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(vertex_array_object);
+#endif
+
+ // Bind vertex/index buffers and setup attributes for ImDrawVert
+ GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
+ GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
+}
+
+// OpenGL3 Render function.
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
+// This is in order to be able to run within an OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
+{
+ // 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_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Backup GL state
+ GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
+ GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { 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
+ // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
+ GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
+#endif
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
+#endif
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+#endif
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+ GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+ GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+ GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+ GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+ GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+ GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+ GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+ GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
+#endif
+
+ // Setup desired GL state
+ // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
+ // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
+ GLuint vertex_array_object = 0;
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GL_CALL(glGenVertexArrays(1, &vertex_array_object));
+#endif
+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+
+ // 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
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ 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
+ // of leaks on Intel GPU when using multi-viewports on Windows.
+ // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
+ // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
+ // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
+ // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
+ const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
+ const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
+ if (bd->UseBufferSubData)
+ {
+ if (bd->VertexBufferSize < vtx_buffer_size)
+ {
+ bd->VertexBufferSize = vtx_buffer_size;
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
+ }
+ if (bd->IndexBufferSize < idx_buffer_size)
+ {
+ bd->IndexBufferSize = idx_buffer_size;
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
+ }
+ GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
+ GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
+ }
+ else
+ {
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
+ }
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != 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_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
+
+ // Bind texture, Draw
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+ if (bd->GlVersion >= 320)
+ GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
+ else
+#endif
+ GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
+ }
+ }
+ }
+
+ // Destroy the temporary VAO
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
+#endif
+
+ // Restore modified GL state
+ // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
+ if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+ if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
+ glBindSampler(0, last_sampler);
+#endif
+ glActiveTexture(last_active_texture);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(last_vertex_array_object);
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+ last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
+ last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
+ last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
+#endif
+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+ glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+ if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+ if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+ if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+ if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
+ if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
+#endif
+
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
+ // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
+ if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
+ {
+ glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
+ glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
+ }
+ else
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+ }
+#endif // IMGUI_IMPL_HAS_POLYGON_MODE
+
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ (void)bd; // Not all compilation paths use this
+}
+
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Build texture atlas
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
+
+ // Upload texture to graphics system
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ GLint last_texture;
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+ GL_CALL(glGenTextures(1, &bd->FontTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
+#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;
+}
+
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->FontTexture)
+ {
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
+ }
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ GLint status = 0, log_length = 0;
+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
+ if (log_length > 1)
+ {
+ ImVector buf;
+ buf.resize((int)(log_length + 1));
+ glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ GLint status = 0, log_length = 0;
+ glGetProgramiv(handle, GL_LINK_STATUS, &status);
+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
+ if (log_length > 1)
+ {
+ ImVector buf;
+ buf.resize((int)(log_length + 1));
+ glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+bool ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Backup GL state
+ GLint last_texture, last_array_buffer;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GLint last_vertex_array;
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+#endif
+
+ // Parse GLSL version string
+ int glsl_version = 130;
+ sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
+
+ const GLchar* vertex_shader_glsl_120 =
+ "uniform mat4 ProjMtx;\n"
+ "attribute vec2 Position;\n"
+ "attribute vec2 UV;\n"
+ "attribute vec4 Color;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_130 =
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_300_es =
+ "precision highp float;\n"
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_410_core =
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_120 =
+ "#ifdef GL_ES\n"
+ " precision mediump float;\n"
+ "#endif\n"
+ "uniform sampler2D Texture;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_130 =
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_410_core =
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "uniform sampler2D Texture;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
+
+ // Select shaders matching our GLSL versions
+ const GLchar* vertex_shader = nullptr;
+ const GLchar* fragment_shader = nullptr;
+ if (glsl_version < 130)
+ {
+ vertex_shader = vertex_shader_glsl_120;
+ fragment_shader = fragment_shader_glsl_120;
+ }
+ else if (glsl_version >= 410)
+ {
+ vertex_shader = vertex_shader_glsl_410_core;
+ fragment_shader = fragment_shader_glsl_410_core;
+ }
+ else if (glsl_version == 300)
+ {
+ vertex_shader = vertex_shader_glsl_300_es;
+ fragment_shader = fragment_shader_glsl_300_es;
+ }
+ else
+ {
+ vertex_shader = vertex_shader_glsl_130;
+ fragment_shader = fragment_shader_glsl_130;
+ }
+
+ // Create shaders
+ const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
+ GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
+ glCompileShader(vert_handle);
+ CheckShader(vert_handle, "vertex shader");
+
+ const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
+ GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
+ glCompileShader(frag_handle);
+ CheckShader(frag_handle, "fragment shader");
+
+ // Link
+ bd->ShaderHandle = glCreateProgram();
+ glAttachShader(bd->ShaderHandle, vert_handle);
+ glAttachShader(bd->ShaderHandle, frag_handle);
+ glLinkProgram(bd->ShaderHandle);
+ CheckProgram(bd->ShaderHandle, "shader program");
+
+ glDetachShader(bd->ShaderHandle, vert_handle);
+ glDetachShader(bd->ShaderHandle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+
+ bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
+ bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
+ bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
+ bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
+ bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
+
+ // Create buffers
+ glGenBuffers(1, &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);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindVertexArray(last_vertex_array);
+#endif
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
+ if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
+ if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_opengl3.h b/external/imgui/imgui/backends/imgui_impl_opengl3.h
new file mode 100644
index 0000000..77d1180
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_opengl3.h
@@ -0,0 +1,60 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// 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).
+
+// About WebGL/ES:
+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
+// - This is done automatically on iOS, Android and Emscripten targets.
+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+// Backend API
+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();
+
+// Specific OpenGL ES versions
+//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
+//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
+
+// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) \
+ && !defined(IMGUI_IMPL_OPENGL_ES3)
+
+// Try to detect GLES on matching platforms
+#if defined(__APPLE__)
+#include
+#endif
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
+#else
+// Otherwise imgui_impl_opengl3_loader.h will be used.
+#endif
+
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_opengl3_loader.h b/external/imgui/imgui/backends/imgui_impl_opengl3_loader.h
new file mode 100644
index 0000000..7ca72e3
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_opengl3_loader.h
@@ -0,0 +1,809 @@
+//-----------------------------------------------------------------------------
+// About imgui_impl_opengl3_loader.h:
+//
+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
+// which proved to be endless problems for users.
+// Our loader is custom-generated, based on gl3w but automatically filtered to only include
+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
+//
+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
+//
+// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
+// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
+// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
+// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
+// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
+// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
+// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
+//
+// Regenerate with:
+// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
+//
+// More info:
+// https://github.com/dearimgui/gl3w_stripped
+// https://github.com/ocornut/imgui/issues/4445
+//-----------------------------------------------------------------------------
+
+/*
+ * This file was generated with gl3w_gen.py, part of imgl3w
+ * (hosted at https://github.com/dearimgui/gl3w_stripped)
+ *
+ * This is free and unencumbered software released into the public domain.
+ *
+ * Anyone is free to copy, modify, publish, use, compile, sell, or
+ * distribute this software, either in source code form or as a compiled
+ * binary, for any purpose, commercial or non-commercial, and by any
+ * means.
+ *
+ * In jurisdictions that recognize copyright laws, the author or authors
+ * of this software dedicate any and all copyright interest in the
+ * software to the public domain. We make this dedication for the benefit
+ * of the public at large and to the detriment of our heirs and
+ * successors. We intend this dedication to be an overt act of
+ * relinquishment in perpetuity of all present and future rights to this
+ * software under copyright law.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+// Adapted from KHR/khrplatform.h to avoid including entire file.
+#ifndef __khrplatform_h_
+typedef float khronos_float_t;
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef signed long long int khronos_ssize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef signed long int khronos_ssize_t;
+#endif
+
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#else
+typedef signed long long khronos_int64_t;
+typedef unsigned long long khronos_uint64_t;
+#endif
+#endif // __khrplatform_h_
+
+#ifndef __gl_glcorearb_h_
+#define __gl_glcorearb_h_ 1
+#ifdef __cplusplus
+extern "C" {
+#endif
+/*
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: MIT
+**
+** This header is generated from the Khronos OpenGL / OpenGL ES XML
+** API Registry. The current version of the Registry, generator scripts
+** used to make the header, and the header can be found at
+** https://github.com/KhronosGroup/OpenGL-Registry
+*/
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include
+#endif
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+/* glcorearb.h is for use with OpenGL core profile implementations.
+** It should should be placed in the same directory as gl.h and
+** included as .
+**
+** glcorearb.h includes only APIs in the latest OpenGL core profile
+** implementation together with APIs in newer ARB extensions which
+** can be supported by the core profile. It does not, and never will
+** include functionality removed from the core profile, such as
+** fixed-function vertex and fragment processing.
+**
+** Do not #include both and either of or
+** in the same source file.
+*/
+/* Generated C header for:
+ * API: gl
+ * Profile: core
+ * Versions considered: .*
+ * Versions emitted: .*
+ * Default extensions included: glcore
+ * Additional extensions included: _nomatch_^
+ * Extensions removed: _nomatch_^
+ */
+#ifndef GL_VERSION_1_0
+typedef void GLvoid;
+typedef unsigned int GLenum;
+
+typedef khronos_float_t GLfloat;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned int GLbitfield;
+typedef double GLdouble;
+typedef unsigned int GLuint;
+typedef unsigned char GLboolean;
+typedef khronos_uint8_t GLubyte;
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_TRIANGLES 0x0004
+#define GL_ONE 1
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_POLYGON_MODE 0x0B40
+#define GL_CULL_FACE 0x0B44
+#define GL_DEPTH_TEST 0x0B71
+#define GL_STENCIL_TEST 0x0B90
+#define GL_VIEWPORT 0x0BA2
+#define GL_BLEND 0x0BE2
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_RGBA 0x1908
+#define GL_FILL 0x1B02
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_LINEAR 0x2601
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+#endif /* GL_VERSION_1_0 */
+#ifndef GL_VERSION_1_1
+typedef khronos_float_t GLclampf;
+typedef double GLclampd;
+#define GL_TEXTURE_BINDING_2D 0x8069
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+#endif
+#endif /* GL_VERSION_1_1 */
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_ACTIVE_TEXTURE 0x84E0
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+#endif
+#endif /* GL_VERSION_1_3 */
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_FUNC_ADD 0x8006
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+#endif
+#endif /* GL_VERSION_1_4 */
+#ifndef GL_VERSION_1_5
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_intptr_t GLintptr;
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_STREAM_DRAW 0x88E0
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#endif
+#endif /* GL_VERSION_1_5 */
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+typedef khronos_int16_t GLshort;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint16_t GLushort;
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_UPPER_LEFT 0x8CA2
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#endif
+#endif /* GL_VERSION_2_0 */
+#ifndef GL_VERSION_3_0
+typedef khronos_uint16_t GLhalf;
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+#endif
+#endif /* GL_VERSION_3_0 */
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#endif /* GL_VERSION_3_1 */
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+typedef struct __GLsync *GLsync;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_int64_t GLint64;
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_CONTEXT_PROFILE_MASK 0x9126
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+#endif
+#endif /* GL_VERSION_3_2 */
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+#define GL_SAMPLER_BINDING 0x8919
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+#endif
+#endif /* GL_VERSION_3_3 */
+#ifndef GL_VERSION_4_1
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif /* GL_VERSION_4_1 */
+#ifndef GL_VERSION_4_3
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_VERSION_4_3 */
+#ifndef GL_VERSION_4_5
+#define GL_CLIP_ORIGIN 0x935C
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+#endif /* GL_VERSION_4_5 */
+#ifndef GL_ARB_bindless_texture
+typedef khronos_uint64_t GLuint64EXT;
+#endif /* GL_ARB_bindless_texture */
+#ifndef GL_ARB_cl_event
+struct _cl_context;
+struct _cl_event;
+#endif /* GL_ARB_cl_event */
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+#endif /* GL_ARB_clip_control */
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_ARB_debug_output */
+#ifndef GL_EXT_EGL_image_storage
+typedef void *GLeglImageOES;
+#endif /* GL_EXT_EGL_image_storage */
+#ifndef GL_EXT_direct_state_access
+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
+#endif /* GL_EXT_direct_state_access */
+#ifndef GL_NV_draw_vulkan_image
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#endif /* GL_NV_draw_vulkan_image */
+#ifndef GL_NV_gpu_shader5
+typedef khronos_int64_t GLint64EXT;
+#endif /* GL_NV_gpu_shader5 */
+#ifndef GL_NV_vertex_buffer_unified_memory
+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
+#endif /* GL_NV_vertex_buffer_unified_memory */
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#ifndef GL3W_API
+#define GL3W_API
+#endif
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define GL3W_OK 0
+#define GL3W_ERROR_INIT -1
+#define GL3W_ERROR_LIBRARY_OPEN -2
+#define GL3W_ERROR_OPENGL_VERSION -3
+
+typedef void (*GL3WglProc)(void);
+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
+
+/* gl3w api */
+GL3W_API int imgl3wInit(void);
+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
+GL3W_API int imgl3wIsSupported(int major, int minor);
+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
+
+/* gl3w internal state */
+union GL3WProcs {
+ GL3WglProc ptr[59];
+ struct {
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLATTACHSHADERPROC AttachShader;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBINDSAMPLERPROC BindSampler;
+ PFNGLBINDTEXTUREPROC BindTexture;
+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;
+ PFNGLBLENDEQUATIONPROC BlendEquation;
+ PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
+ PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
+ PFNGLCLEARPROC Clear;
+ PFNGLCLEARCOLORPROC ClearColor;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+ PFNGLDELETESHADERPROC DeleteShader;
+ PFNGLDELETETEXTURESPROC DeleteTextures;
+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDISABLEPROC Disable;
+ PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
+ PFNGLDRAWELEMENTSPROC DrawElements;
+ PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
+ PFNGLENABLEPROC Enable;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+ PFNGLFLUSHPROC Flush;
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLGENTEXTURESPROC GenTextures;
+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLGETERRORPROC GetError;
+ PFNGLGETINTEGERVPROC GetIntegerv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSTRINGPROC GetString;
+ PFNGLGETSTRINGIPROC GetStringi;
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
+ PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
+ PFNGLISENABLEDPROC IsEnabled;
+ PFNGLISPROGRAMPROC IsProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLPIXELSTOREIPROC PixelStorei;
+ PFNGLPOLYGONMODEPROC PolygonMode;
+ PFNGLREADPIXELSPROC ReadPixels;
+ PFNGLSCISSORPROC Scissor;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLTEXIMAGE2DPROC TexImage2D;
+ PFNGLTEXPARAMETERIPROC TexParameteri;
+ PFNGLUNIFORM1IPROC Uniform1i;
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLVIEWPORTPROC Viewport;
+ } gl;
+};
+
+GL3W_API extern union GL3WProcs imgl3wProcs;
+
+/* OpenGL functions */
+#define glActiveTexture imgl3wProcs.gl.ActiveTexture
+#define glAttachShader imgl3wProcs.gl.AttachShader
+#define glBindBuffer imgl3wProcs.gl.BindBuffer
+#define glBindSampler imgl3wProcs.gl.BindSampler
+#define glBindTexture imgl3wProcs.gl.BindTexture
+#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
+#define glBlendEquation imgl3wProcs.gl.BlendEquation
+#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
+#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
+#define glBufferData imgl3wProcs.gl.BufferData
+#define glBufferSubData imgl3wProcs.gl.BufferSubData
+#define glClear imgl3wProcs.gl.Clear
+#define glClearColor imgl3wProcs.gl.ClearColor
+#define glCompileShader imgl3wProcs.gl.CompileShader
+#define glCreateProgram imgl3wProcs.gl.CreateProgram
+#define glCreateShader imgl3wProcs.gl.CreateShader
+#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
+#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
+#define glDeleteShader imgl3wProcs.gl.DeleteShader
+#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
+#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
+#define glDetachShader imgl3wProcs.gl.DetachShader
+#define glDisable imgl3wProcs.gl.Disable
+#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
+#define glDrawElements imgl3wProcs.gl.DrawElements
+#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
+#define glEnable imgl3wProcs.gl.Enable
+#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
+#define glFlush imgl3wProcs.gl.Flush
+#define glGenBuffers imgl3wProcs.gl.GenBuffers
+#define glGenTextures imgl3wProcs.gl.GenTextures
+#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
+#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
+#define glGetError imgl3wProcs.gl.GetError
+#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
+#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
+#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
+#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
+#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
+#define glGetString imgl3wProcs.gl.GetString
+#define glGetStringi imgl3wProcs.gl.GetStringi
+#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
+#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
+#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
+#define glIsEnabled imgl3wProcs.gl.IsEnabled
+#define glIsProgram imgl3wProcs.gl.IsProgram
+#define glLinkProgram imgl3wProcs.gl.LinkProgram
+#define glPixelStorei imgl3wProcs.gl.PixelStorei
+#define glPolygonMode imgl3wProcs.gl.PolygonMode
+#define glReadPixels imgl3wProcs.gl.ReadPixels
+#define glScissor imgl3wProcs.gl.Scissor
+#define glShaderSource imgl3wProcs.gl.ShaderSource
+#define glTexImage2D imgl3wProcs.gl.TexImage2D
+#define glTexParameteri imgl3wProcs.gl.TexParameteri
+#define glUniform1i imgl3wProcs.gl.Uniform1i
+#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
+#define glUseProgram imgl3wProcs.gl.UseProgram
+#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
+#define glViewport imgl3wProcs.gl.Viewport
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+#ifdef IMGL3W_IMPL
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include
+
+#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
+
+#if defined(_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include
+
+static HMODULE libgl;
+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
+static GL3WglGetProcAddr wgl_get_proc_address;
+
+static int open_libgl(void)
+{
+ libgl = LoadLibraryA("opengl32.dll");
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { FreeLibrary(libgl); }
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = (GL3WglProc)wgl_get_proc_address(proc);
+ if (!res)
+ res = (GL3WglProc)GetProcAddress(libgl, proc);
+ return res;
+}
+#elif defined(__APPLE__)
+#include
+
+static void *libgl;
+static int open_libgl(void)
+{
+ libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#else
+#include
+
+static void *libgl;
+static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
+
+static int open_libgl(void)
+{
+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = glx_get_proc_address((const GLubyte *)proc);
+ if (!res)
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#endif
+
+static struct { int major, minor; } version;
+
+static int parse_version(void)
+{
+ if (!glGetIntegerv)
+ return GL3W_ERROR_INIT;
+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+ if (version.major == 0 && version.minor == 0)
+ {
+ // Query GL_VERSION in desktop GL 2.x, the string will start with "."
+ if (const char* gl_version = (const char*)glGetString(GL_VERSION))
+ sscanf(gl_version, "%d.%d", &version.major, &version.minor);
+ }
+ if (version.major < 2)
+ return GL3W_ERROR_OPENGL_VERSION;
+ return GL3W_OK;
+}
+
+static void load_procs(GL3WGetProcAddressProc proc);
+
+int imgl3wInit(void)
+{
+ int res = open_libgl();
+ if (res)
+ return res;
+ atexit(close_libgl);
+ return imgl3wInit2(get_proc);
+}
+
+int imgl3wInit2(GL3WGetProcAddressProc proc)
+{
+ load_procs(proc);
+ return parse_version();
+}
+
+int imgl3wIsSupported(int major, int minor)
+{
+ if (major < 2)
+ return 0;
+ if (version.major == major)
+ return version.minor >= minor;
+ return version.major >= major;
+}
+
+GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
+
+static const char *proc_names[] = {
+ "glActiveTexture",
+ "glAttachShader",
+ "glBindBuffer",
+ "glBindSampler",
+ "glBindTexture",
+ "glBindVertexArray",
+ "glBlendEquation",
+ "glBlendEquationSeparate",
+ "glBlendFuncSeparate",
+ "glBufferData",
+ "glBufferSubData",
+ "glClear",
+ "glClearColor",
+ "glCompileShader",
+ "glCreateProgram",
+ "glCreateShader",
+ "glDeleteBuffers",
+ "glDeleteProgram",
+ "glDeleteShader",
+ "glDeleteTextures",
+ "glDeleteVertexArrays",
+ "glDetachShader",
+ "glDisable",
+ "glDisableVertexAttribArray",
+ "glDrawElements",
+ "glDrawElementsBaseVertex",
+ "glEnable",
+ "glEnableVertexAttribArray",
+ "glFlush",
+ "glGenBuffers",
+ "glGenTextures",
+ "glGenVertexArrays",
+ "glGetAttribLocation",
+ "glGetError",
+ "glGetIntegerv",
+ "glGetProgramInfoLog",
+ "glGetProgramiv",
+ "glGetShaderInfoLog",
+ "glGetShaderiv",
+ "glGetString",
+ "glGetStringi",
+ "glGetUniformLocation",
+ "glGetVertexAttribPointerv",
+ "glGetVertexAttribiv",
+ "glIsEnabled",
+ "glIsProgram",
+ "glLinkProgram",
+ "glPixelStorei",
+ "glPolygonMode",
+ "glReadPixels",
+ "glScissor",
+ "glShaderSource",
+ "glTexImage2D",
+ "glTexParameteri",
+ "glUniform1i",
+ "glUniformMatrix4fv",
+ "glUseProgram",
+ "glVertexAttribPointer",
+ "glViewport",
+};
+
+GL3W_API union GL3WProcs imgl3wProcs;
+
+static void load_procs(GL3WGetProcAddressProc proc)
+{
+ size_t i;
+ for (i = 0; i < ARRAY_SIZE(proc_names); i++)
+ imgl3wProcs.ptr[i] = proc(proc_names[i]);
+}
+
+#ifdef __cplusplus
+}
+#endif
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_osx.h b/external/imgui/imgui/backends/imgui_impl_osx.h
new file mode 100644
index 0000000..72794c0
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_osx.h
@@ -0,0 +1,45 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Requires linking with the GameController framework ("-framework GameController").
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h" // IMGUI_IMPL_API
+
+#ifdef __OBJC__
+
+@class NSEvent;
+@class NSView;
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
+IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+// #include
+#ifndef __OBJC__
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
+IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
+
+#endif
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_osx.mm b/external/imgui/imgui/backends/imgui_impl_osx.mm
new file mode 100644
index 0000000..97c3e8f
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_osx.mm
@@ -0,0 +1,803 @@
+// dear imgui: Platform Backend for OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Requires linking with the GameController framework ("-framework GameController").
+
+// Implemented features:
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#import "imgui.h"
+#import "imgui_impl_osx.h"
+#import
+#import
+#import
+#import
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
+// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+// 2022-11-02: Fixed mouse coordinates before clicking the host window.
+// 2022-10-06: Fixed mouse inputs on flipped views.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture.
+// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key
+// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
+// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
+// 2021-12-13: Add game controller support.
+// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
+// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
+// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
+// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
+// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
+// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
+// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-10-11: Inputs: Fix using Backspace key.
+// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
+// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
+// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
+// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-07-07: Initial version.
+
+#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000)
+#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
+#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
+
+@class ImGuiObserver;
+@class KeyEventResponder;
+
+// Data
+struct ImGui_ImplOSX_Data
+{
+ CFTimeInterval Time;
+ NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ bool MouseCursorHidden;
+ ImGuiObserver* Observer;
+ KeyEventResponder* KeyEventResponder;
+ NSTextInputContext* InputContext;
+ id Monitor;
+
+ ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
+static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
+static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
+
+static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+// Forward Declarations
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
+
+// Undocumented methods for creating cursors.
+@interface NSCursor()
++ (id)_windowResizeNorthWestSouthEastCursor;
++ (id)_windowResizeNorthEastSouthWestCursor;
++ (id)_windowResizeNorthSouthCursor;
++ (id)_windowResizeEastWestCursor;
+@end
+
+/**
+ KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
+
+ The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
+ Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
+ insertText:replacementRange method.
+
+ This is the same approach employed by other cross-platform libraries such as SDL2:
+ https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
+ and GLFW:
+ https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
+ */
+@interface KeyEventResponder: NSView
+@end
+
+@implementation KeyEventResponder
+{
+ float _posX;
+ float _posY;
+ NSRect _imeRect;
+}
+
+#pragma mark - Public
+
+- (void)setImePosX:(float)posX imePosY:(float)posY
+{
+ _posX = posX;
+ _posY = posY;
+}
+
+- (void)updateImePosWithView:(NSView *)view
+{
+ NSWindow *window = view.window;
+ if (!window)
+ return;
+ NSRect contentRect = [window contentRectForFrameRect:window.frame];
+ NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
+ _imeRect = [window convertRectToScreen:rect];
+}
+
+- (void)viewDidMoveToWindow
+{
+ // Ensure self is a first responder to receive the input events.
+ [self.window makeFirstResponder:self];
+}
+
+- (void)keyDown:(NSEvent*)event
+{
+ if (!ImGui_ImplOSX_HandleEvent(event, self))
+ [super keyDown:event];
+
+ // Call to the macOS input manager system.
+ [self interpretKeyEvents:@[event]];
+}
+
+- (void)keyUp:(NSEvent*)event
+{
+ if (!ImGui_ImplOSX_HandleEvent(event, self))
+ [super keyUp:event];
+}
+
+- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ NSString* characters;
+ if ([aString isKindOfClass:[NSAttributedString class]])
+ characters = [aString string];
+ else
+ characters = (NSString*)aString;
+
+ io.AddInputCharactersUTF8(characters.UTF8String);
+}
+
+- (BOOL)acceptsFirstResponder
+{
+ return YES;
+}
+
+- (void)doCommandBySelector:(SEL)myselector
+{
+}
+
+- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+ return nil;
+}
+
+- (NSUInteger)characterIndexForPoint:(NSPoint)point
+{
+ return 0;
+}
+
+- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+ return _imeRect;
+}
+
+- (BOOL)hasMarkedText
+{
+ return NO;
+}
+
+- (NSRange)markedRange
+{
+ return NSMakeRange(NSNotFound, 0);
+}
+
+- (NSRange)selectedRange
+{
+ return NSMakeRange(NSNotFound, 0);
+}
+
+- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
+{
+}
+
+- (void)unmarkText
+{
+}
+
+- (nonnull NSArray*)validAttributesForMarkedText
+{
+ return @[];
+}
+
+@end
+
+@interface ImGuiObserver : NSObject
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
+
+@end
+
+@implementation ImGuiObserver
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(true);
+}
+
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(false);
+}
+
+@end
+
+// Functions
+static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
+{
+ switch (key_code)
+ {
+ case kVK_ANSI_A: return ImGuiKey_A;
+ case kVK_ANSI_S: return ImGuiKey_S;
+ case kVK_ANSI_D: return ImGuiKey_D;
+ case kVK_ANSI_F: return ImGuiKey_F;
+ case kVK_ANSI_H: return ImGuiKey_H;
+ case kVK_ANSI_G: return ImGuiKey_G;
+ case kVK_ANSI_Z: return ImGuiKey_Z;
+ case kVK_ANSI_X: return ImGuiKey_X;
+ case kVK_ANSI_C: return ImGuiKey_C;
+ case kVK_ANSI_V: return ImGuiKey_V;
+ case kVK_ANSI_B: return ImGuiKey_B;
+ case kVK_ANSI_Q: return ImGuiKey_Q;
+ case kVK_ANSI_W: return ImGuiKey_W;
+ case kVK_ANSI_E: return ImGuiKey_E;
+ case kVK_ANSI_R: return ImGuiKey_R;
+ case kVK_ANSI_Y: return ImGuiKey_Y;
+ case kVK_ANSI_T: return ImGuiKey_T;
+ case kVK_ANSI_1: return ImGuiKey_1;
+ case kVK_ANSI_2: return ImGuiKey_2;
+ case kVK_ANSI_3: return ImGuiKey_3;
+ case kVK_ANSI_4: return ImGuiKey_4;
+ case kVK_ANSI_6: return ImGuiKey_6;
+ case kVK_ANSI_5: return ImGuiKey_5;
+ case kVK_ANSI_Equal: return ImGuiKey_Equal;
+ case kVK_ANSI_9: return ImGuiKey_9;
+ case kVK_ANSI_7: return ImGuiKey_7;
+ case kVK_ANSI_Minus: return ImGuiKey_Minus;
+ case kVK_ANSI_8: return ImGuiKey_8;
+ case kVK_ANSI_0: return ImGuiKey_0;
+ case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket;
+ case kVK_ANSI_O: return ImGuiKey_O;
+ case kVK_ANSI_U: return ImGuiKey_U;
+ case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket;
+ case kVK_ANSI_I: return ImGuiKey_I;
+ case kVK_ANSI_P: return ImGuiKey_P;
+ case kVK_ANSI_L: return ImGuiKey_L;
+ case kVK_ANSI_J: return ImGuiKey_J;
+ case kVK_ANSI_Quote: return ImGuiKey_Apostrophe;
+ case kVK_ANSI_K: return ImGuiKey_K;
+ case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon;
+ case kVK_ANSI_Backslash: return ImGuiKey_Backslash;
+ case kVK_ANSI_Comma: return ImGuiKey_Comma;
+ case kVK_ANSI_Slash: return ImGuiKey_Slash;
+ case kVK_ANSI_N: return ImGuiKey_N;
+ case kVK_ANSI_M: return ImGuiKey_M;
+ case kVK_ANSI_Period: return ImGuiKey_Period;
+ case kVK_ANSI_Grave: return ImGuiKey_GraveAccent;
+ case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal;
+ case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply;
+ case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd;
+ case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock;
+ case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide;
+ case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter;
+ case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract;
+ case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual;
+ case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0;
+ case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1;
+ case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2;
+ case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3;
+ case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4;
+ case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5;
+ case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6;
+ case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7;
+ case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8;
+ case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9;
+ case kVK_Return: return ImGuiKey_Enter;
+ case kVK_Tab: return ImGuiKey_Tab;
+ case kVK_Space: return ImGuiKey_Space;
+ case kVK_Delete: return ImGuiKey_Backspace;
+ case kVK_Escape: return ImGuiKey_Escape;
+ case kVK_CapsLock: return ImGuiKey_CapsLock;
+ case kVK_Control: return ImGuiKey_LeftCtrl;
+ case kVK_Shift: return ImGuiKey_LeftShift;
+ case kVK_Option: return ImGuiKey_LeftAlt;
+ case kVK_Command: return ImGuiKey_LeftSuper;
+ case kVK_RightControl: return ImGuiKey_RightCtrl;
+ case kVK_RightShift: return ImGuiKey_RightShift;
+ case kVK_RightOption: return ImGuiKey_RightAlt;
+ case kVK_RightCommand: return ImGuiKey_RightSuper;
+// case kVK_Function: return ImGuiKey_;
+// case kVK_F17: return ImGuiKey_;
+// case kVK_VolumeUp: return ImGuiKey_;
+// case kVK_VolumeDown: return ImGuiKey_;
+// case kVK_Mute: return ImGuiKey_;
+// case kVK_F18: return ImGuiKey_;
+// case kVK_F19: return ImGuiKey_;
+// case kVK_F20: return ImGuiKey_;
+ case kVK_F5: return ImGuiKey_F5;
+ case kVK_F6: return ImGuiKey_F6;
+ case kVK_F7: return ImGuiKey_F7;
+ case kVK_F3: return ImGuiKey_F3;
+ case kVK_F8: return ImGuiKey_F8;
+ case kVK_F9: return ImGuiKey_F9;
+ case kVK_F11: return ImGuiKey_F11;
+ case kVK_F13: return ImGuiKey_PrintScreen;
+// case kVK_F16: return ImGuiKey_;
+// case kVK_F14: return ImGuiKey_;
+ case kVK_F10: return ImGuiKey_F10;
+ case 0x6E: return ImGuiKey_Menu;
+ case kVK_F12: return ImGuiKey_F12;
+// case kVK_F15: return ImGuiKey_;
+ case kVK_Help: return ImGuiKey_Insert;
+ case kVK_Home: return ImGuiKey_Home;
+ case kVK_PageUp: return ImGuiKey_PageUp;
+ case kVK_ForwardDelete: return ImGuiKey_Delete;
+ case kVK_F4: return ImGuiKey_F4;
+ case kVK_End: return ImGuiKey_End;
+ case kVK_F2: return ImGuiKey_F2;
+ case kVK_PageDown: return ImGuiKey_PageDown;
+ case kVK_F1: return ImGuiKey_F1;
+ case kVK_LeftArrow: return ImGuiKey_LeftArrow;
+ case kVK_RightArrow: return ImGuiKey_RightArrow;
+ case kVK_DownArrow: return ImGuiKey_DownArrow;
+ case kVK_UpArrow: return ImGuiKey_UpArrow;
+ default: return ImGuiKey_None;
+ }
+}
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
+ return ImGui_ImplOSX_Init((__bridge NSView*)(view));
+}
+
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
+ return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
+}
+
+#endif
+
+
+bool ImGui_ImplOSX_Init(NSView* view)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
+ io.BackendPlatformUserData = (void*)bd;
+
+ // Setup backend capabilities flags
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.BackendPlatformName = "imgui_impl_osx";
+
+ bd->Observer = [ImGuiObserver new];
+
+ // Load cursors. Some of them are undocumented.
+ bd->MouseCursorHidden = false;
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
+
+ // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
+ // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
+ // 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
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
+ [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
+ };
+
+ io.GetClipboardTextFn = [](void*) -> const char*
+ {
+ NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
+ NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
+ if (![available isEqualToString:NSPasteboardTypeString])
+ return nullptr;
+
+ NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
+ if (string == nil)
+ return nullptr;
+
+ const char* string_c = (const char*)[string UTF8String];
+ size_t string_len = strlen(string_c);
+ static ImVector s_clipboard;
+ s_clipboard.resize((int)string_len + 1);
+ strcpy(s_clipboard.Data, string_c);
+ return s_clipboard.Data;
+ };
+
+ [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+ selector:@selector(onApplicationBecomeActive:)
+ name:NSApplicationDidBecomeActiveNotification
+ object:nil];
+ [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+ selector:@selector(onApplicationBecomeInactive:)
+ name:NSApplicationDidResignActiveNotification
+ object:nil];
+
+ // Add the NSTextInputClient to the view hierarchy,
+ // to receive keyboard events and translate them to input text.
+ bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
+ bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder];
+ [view addSubview:bd->KeyEventResponder];
+ ImGui_ImplOSX_AddTrackingArea(view);
+
+ io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
+ {
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ if (data->WantVisible)
+ {
+ [bd->InputContext activate];
+ }
+ else
+ {
+ [bd->InputContext discardMarkedText];
+ [bd->InputContext invalidateCharacterCoordinates];
+ [bd->InputContext deactivate];
+ }
+ [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
+ };
+
+ return true;
+}
+
+void ImGui_ImplOSX_Shutdown()
+{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+
+ bd->Observer = nullptr;
+ if (bd->Monitor != nullptr)
+ {
+ [NSEvent removeMonitor:bd->Monitor];
+ bd->Monitor = nullptr;
+ }
+
+ ImGui_ImplOSX_DestroyBackendData();
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
+}
+
+static void ImGui_ImplOSX_UpdateMouseCursor()
+{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ if (!bd->MouseCursorHidden)
+ {
+ bd->MouseCursorHidden = true;
+ [NSCursor hide];
+ }
+ }
+ else
+ {
+ NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ // -[NSCursor set] generates measureable overhead if called unconditionally.
+ if (desired != NSCursor.currentCursor)
+ {
+ [desired set];
+ }
+ if (bd->MouseCursorHidden)
+ {
+ bd->MouseCursorHidden = false;
+ [NSCursor unhide];
+ }
+ }
+}
+
+static void ImGui_ImplOSX_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ return;
+
+#if APPLE_HAS_CONTROLLER
+ GCController* controller = GCController.current;
+#else
+ GCController* controller = GCController.controllers.firstObject;
+#endif
+ if (controller == nil || controller.extendedGamepad == nil)
+ {
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ return;
+ }
+
+ GCExtendedGamepad* gp = controller.extendedGamepad;
+
+ // Update gamepad inputs
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
+ #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+ const float thumb_dead_zone = 0.0f;
+
+#if APPLE_HAS_BUTTON_OPTIONS
+ MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
+#endif
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down);
+ MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f);
+#if APPLE_HAS_THUMBSTICKS
+ MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton);
+ MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton);
+#endif
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+}
+
+static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
+{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.WantTextInput)
+ [bd->KeyEventResponder updateImePosWithView:view];
+}
+
+void ImGui_ImplOSX_NewFrame(NSView* view)
+{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size
+ if (view)
+ {
+ const float dpi = (float)[view.window backingScaleFactor];
+ io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
+ io.DisplayFramebufferScale = ImVec2(dpi, dpi);
+ }
+
+ // Setup time step
+ if (bd->Time == 0.0)
+ bd->Time = GetMachAbsoluteTimeInSeconds();
+
+ double current_time = GetMachAbsoluteTimeInSeconds();
+ io.DeltaTime = (float)(current_time - bd->Time);
+ bd->Time = current_time;
+
+ ImGui_ImplOSX_UpdateMouseCursor();
+ ImGui_ImplOSX_UpdateGamepads();
+ ImGui_ImplOSX_UpdateImePosWithView(view);
+}
+
+// Must only be called for a mouse event, otherwise an exception occurs
+// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
+static ImGuiMouseSource GetMouseSource(NSEvent* event)
+{
+ switch (event.subtype)
+ {
+ case NSEventSubtypeTabletPoint:
+ return ImGuiMouseSource_Pen;
+ // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
+ // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
+ // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
+ // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
+ //case NSEventSubtypeTouch:
+ // return ImGuiMouseSource_TouchScreen;
+ case NSEventSubtypeMouseEvent:
+ default:
+ return ImGuiMouseSource_Mouse;
+ }
+}
+
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ {
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMouseButtonEvent(button, true);
+ }
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
+ {
+ int button = (int)[event buttonNumber];
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ {
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMouseButtonEvent(button, false);
+ }
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
+ {
+ NSPoint mousePoint = event.locationInWindow;
+ if (event.window == nil)
+ mousePoint = [[view window] convertPointFromScreen:mousePoint];
+ mousePoint = [view convertPoint:mousePoint fromView:nil];
+ if ([view isFlipped])
+ mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
+ else
+ mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeScrollWheel)
+ {
+ // Ignore canceled events.
+ //
+ // From macOS 12.1, scrolling with two fingers and then decelerating
+ // by tapping two fingers results in two events appearing:
+ //
+ // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
+ // two fingers to decelerate or stop the scroll events.
+ //
+ // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
+ // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
+ // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
+ // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
+ if (event.phase == NSEventPhaseCancelled)
+ return false;
+
+ double wheel_dx = 0.0;
+ double wheel_dy = 0.0;
+
+ #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ {
+ wheel_dx = [event scrollingDeltaX];
+ wheel_dy = [event scrollingDeltaY];
+ if ([event hasPreciseScrollingDeltas])
+ {
+ wheel_dx *= 0.01;
+ wheel_dy *= 0.01;
+ }
+ }
+ else
+ #endif // MAC_OS_X_VERSION_MAX_ALLOWED
+ {
+ wheel_dx = [event deltaX] * 0.1;
+ wheel_dy = [event deltaY] * 0.1;
+ }
+ if (wheel_dx != 0.0 || wheel_dy != 0.0)
+ io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);
+
+ return io.WantCaptureMouse;
+ }
+
+ if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
+ {
+ if ([event isARepeat])
+ return io.WantCaptureKeyboard;
+
+ int key_code = (int)[event keyCode];
+ ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+ io.AddKeyEvent(key, event.type == NSEventTypeKeyDown);
+ io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
+
+ return io.WantCaptureKeyboard;
+ }
+
+ if (event.type == NSEventTypeFlagsChanged)
+ {
+ unsigned short key_code = [event keyCode];
+ NSEventModifierFlags modifier_flags = [event modifierFlags];
+
+ io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0);
+ io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0);
+
+ ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+ if (key != ImGuiKey_None)
+ {
+ // macOS does not generate down/up event for modifiers. We're trying
+ // to use hardware dependent masks to extract that information.
+ // 'imgui_mask' is left as a fallback.
+ NSEventModifierFlags mask = 0;
+ switch (key)
+ {
+ case ImGuiKey_LeftCtrl: mask = 0x0001; break;
+ case ImGuiKey_RightCtrl: mask = 0x2000; break;
+ case ImGuiKey_LeftShift: mask = 0x0002; break;
+ case ImGuiKey_RightShift: mask = 0x0004; break;
+ case ImGuiKey_LeftSuper: mask = 0x0008; break;
+ case ImGuiKey_RightSuper: mask = 0x0010; break;
+ case ImGuiKey_LeftAlt: mask = 0x0020; break;
+ case ImGuiKey_RightAlt: mask = 0x0040; break;
+ default:
+ return io.WantCaptureKeyboard;
+ }
+
+ NSEventModifierFlags modifier_flags = [event modifierFlags];
+ io.AddKeyEvent(key, (modifier_flags & mask) != 0);
+ io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
+ }
+
+ return io.WantCaptureKeyboard;
+ }
+
+ return false;
+}
+
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
+{
+ // If we want to receive key events, we either need to be in the responder chain of the key view,
+ // or else we can install a local monitor. The consequence of this heavy-handed approach is that
+ // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
+ // window, we'd want to be much more careful than just ingesting the complete event stream.
+ // To match the behavior of other backends, we pass every event down to the OS.
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ if (bd->Monitor)
+ return;
+ NSEventMask eventMask = 0;
+ eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel;
+ eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged;
+ eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged;
+ eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged;
+ eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
+ bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask
+ handler:^NSEvent* _Nullable(NSEvent* event)
+ {
+ ImGui_ImplOSX_HandleEvent(event, view);
+ return event;
+ }];
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_sdl2.cpp b/external/imgui/imgui/backends/imgui_impl_sdl2.cpp
new file mode 100644
index 0000000..0721c2c
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdl2.cpp
@@ -0,0 +1,646 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+// (Prefer SDL 2.0.5+ for full feature support.)
+
+// 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: 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.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 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)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
+// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
+// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
+// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
+// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
+// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
+// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
+// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
+// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
+// 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: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
+// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
+// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
+// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
+// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
+// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
+// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#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
+#endif
+
+#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_VULKAN SDL_VERSION_ATLEAST(2,0,6)
+
+// SDL Data
+struct ImGui_ImplSDL2_Data
+{
+ SDL_Window* Window;
+ SDL_Renderer* Renderer;
+ Uint64 Time;
+ Uint32 MouseWindowID;
+ int MouseButtonsDown;
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ SDL_Cursor* LastMouseCursor;
+ int PendingMouseLeaveFrame;
+ char* ClipboardTextData;
+ bool MouseCanUseGlobalState;
+
+ ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL2_GetClipboardText(void*)
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL2_SetClipboardText(void*, 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)
+{
+ if (data->WantVisible)
+ {
+ SDL_Rect r;
+ r.x = (int)data->InputPos.x;
+ r.y = (int)data->InputPos.y;
+ r.w = 1;
+ r.h = (int)data->InputLineHeight;
+ SDL_SetTextInputRect(&r);
+ }
+}
+
+static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
+{
+ 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;
+ }
+ return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
+}
+
+// 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 you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+
+ switch (event->type)
+ {
+ case SDL_MOUSEMOTION:
+ {
+ 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);
+ return true;
+ }
+ case SDL_MOUSEWHEEL:
+ {
+ //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;
+ float wheel_y = event->wheel.preciseY;
+#else
+ float wheel_x = -(float)event->wheel.x;
+ float wheel_y = (float)event->wheel.y;
+#endif
+#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;
+ }
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ {
+ int mouse_button = -1;
+ if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+ if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+ if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+ if (mouse_button == -1)
+ break;
+ io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
+ bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+ return true;
+ }
+ case SDL_TEXTINPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ {
+ ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
+ ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
+ 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.
+ return true;
+ }
+ case SDL_WINDOWEVENT:
+ {
+ // - 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,
+ // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+ // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+ Uint8 window_event = event->window.event;
+ if (window_event == SDL_WINDOWEVENT_ENTER)
+ {
+ bd->MouseWindowID = event->window.windowID;
+ bd->PendingMouseLeaveFrame = 0;
+ }
+ if (window_event == SDL_WINDOWEVENT_LEAVE)
+ bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
+ if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
+ io.AddFocusEvent(true);
+ else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
+ io.AddFocusEvent(false);
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ 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
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
+ 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)
+
+ bd->Window = 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;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ 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_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->PlatformHandleRaw = nullptr;
+ SDL_SysWMinfo info;
+ SDL_VERSION(&info.version);
+ if (SDL_GetWindowWMInfo(window, &info))
+ {
+#if defined(SDL_VIDEO_DRIVER_WINDOWS)
+ main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
+#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
+ main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
+#endif
+ }
+
+ // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+ // From 2.0.18: Enable native IME.
+ // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
+ // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+ return ImGui_ImplSDL2_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
+{
+#if !SDL_HAS_VULKAN
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+ return ImGui_ImplSDL2_Init(window, renderer);
+}
+
+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();
+
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_FreeCursor(bd->MouseCursors[cursor_n]);
+ bd->LastMouseCursor = nullptr;
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL2_UpdateMouseData()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 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_Window* focused_window = SDL_GetKeyboardFocus();
+ const bool is_app_focused = (bd->Window == focused_window);
+#else
+ 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)
+ 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)
+ {
+ 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));
+ }
+ }
+}
+
+static void ImGui_ImplSDL2_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_ShowCursor(SDL_FALSE);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ if (bd->LastMouseCursor != expected_cursor)
+ {
+ SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+ bd->LastMouseCursor = expected_cursor;
+ }
+ SDL_ShowCursor(SDL_TRUE);
+ }
+}
+
+static void ImGui_ImplSDL2_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;
+
+ // Get gamepad
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ SDL_GameController* game_controller = SDL_GameControllerOpen(0);
+ if (!game_controller)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ // Update gamepad inputs
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+ const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
+ MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
+ MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
+ MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
+ MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
+ MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
+ MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
+ MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
+ MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplSDL2_NewFrame()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "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 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)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 1;
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+ {
+ bd->MouseWindowID = 0;
+ bd->PendingMouseLeaveFrame = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+
+ ImGui_ImplSDL2_UpdateMouseData();
+ ImGui_ImplSDL2_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL2_UpdateGamepads();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_sdl2.h b/external/imgui/imgui/backends/imgui_impl_sdl2.h
new file mode 100644
index 0000000..8dcabac
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdl2.h
@@ -0,0 +1,36 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: 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: 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.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Window;
+struct SDL_Renderer;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+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);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_sdl3.cpp b/external/imgui/imgui/backends/imgui_impl_sdl3.cpp
new file mode 100644
index 0000000..4427f2c
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdl3.cpp
@@ -0,0 +1,582 @@
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
+// This needs to be used along with a Renderer (e.g. 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:
+// [x] Platform: Basic IME support. Position somehow broken in SDL3 + 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.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
+// 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)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#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
+#endif
+
+#if !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
+
+// SDL Data
+struct ImGui_ImplSDL3_Data
+{
+ SDL_Window* Window;
+ SDL_Renderer* Renderer;
+ Uint64 Time;
+ Uint32 MouseWindowID;
+ int MouseButtonsDown;
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ SDL_Cursor* LastMouseCursor;
+ int PendingMouseLeaveFrame;
+ char* ClipboardTextData;
+ bool MouseCanUseGlobalState;
+
+ ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL3_GetClipboardText(void*)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
+{
+ if (data->WantVisible)
+ {
+ SDL_Rect r;
+ r.x = (int)data->InputPos.x;
+ r.y = (int)data->InputPos.y;
+ r.w = 1;
+ r.h = (int)data->InputLineHeight;
+ SDL_SetTextInputRect(&r);
+ }
+}
+
+static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
+{
+ 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;
+ }
+ return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
+}
+
+// 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 you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ switch (event->type)
+ {
+ case SDL_EVENT_MOUSE_MOTION:
+ {
+ 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);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_WHEEL:
+ {
+ //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;
+ }
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ {
+ int mouse_button = -1;
+ if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+ if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+ if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+ if (mouse_button == -1)
+ break;
+ io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+ bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+ return true;
+ }
+ case SDL_EVENT_TEXT_INPUT:
+ {
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_EVENT_KEY_DOWN:
+ case SDL_EVENT_KEY_UP:
+ {
+ ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
+ ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
+ io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
+ 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.
+ return true;
+ }
+ case SDL_EVENT_WINDOW_MOUSE_ENTER:
+ {
+ bd->MouseWindowID = event->window.windowID;
+ bd->PendingMouseLeaveFrame = 0;
+ return true;
+ }
+ // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+ // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+ // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+ // FIXME: Unconfirmed whether this is still needed with SDL3.
+ case SDL_EVENT_WINDOW_MOUSE_LEAVE:
+ {
+ bd->PendingMouseLeaveFrame = 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);
+ return true;
+ }
+ return false;
+}
+
+static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ 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
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_sdl3";
+ 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->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;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
+ 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_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->PlatformHandleRaw = nullptr;
+ SDL_SysWMinfo info;
+ if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0)
+ {
+#if defined(SDL_ENABLE_SYSWM_WINDOWS)
+ main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
+#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA)
+ main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
+#endif
+ }
+
+ // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+ // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+ return ImGui_ImplSDL3_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL3_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+ return ImGui_ImplSDL3_Init(window, renderer);
+}
+
+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();
+
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
+ bd->LastMouseCursor = nullptr;
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL3_UpdateMouseData()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 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_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)
+ 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)
+ {
+ // 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;
+ int window_x, window_y;
+ SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+ SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+ io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
+ }
+ }
+}
+
+static void ImGui_ImplSDL3_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_HideCursor();
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ if (bd->LastMouseCursor != expected_cursor)
+ {
+ SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+ bd->LastMouseCursor = expected_cursor;
+ }
+ SDL_ShowCursor();
+ }
+}
+
+static void ImGui_ImplSDL3_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;
+
+ // Get gamepad
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
+ if (!gamepad)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ // Update gamepad inputs
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+ const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
+ MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
+ MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+ MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+ MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+ MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
+ MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+ MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
+ MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplSDL3_NewFrame()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "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 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)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 1;
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+ {
+ bd->MouseWindowID = 0;
+ bd->PendingMouseLeaveFrame = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+
+ ImGui_ImplSDL3_UpdateMouseData();
+ ImGui_ImplSDL3_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL3_UpdateGamepads();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
diff --git a/external/imgui/imgui/backends/imgui_impl_sdl3.h b/external/imgui/imgui/backends/imgui_impl_sdl3.h
new file mode 100644
index 0000000..11fe8a9
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdl3.h
@@ -0,0 +1,34 @@
+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
+// This needs to be used along with a Renderer (e.g. 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:
+// [x] Platform: Basic IME support. Position somehow broken in SDL3 + 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.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Window;
+struct SDL_Renderer;
+typedef union SDL_Event SDL_Event;
+
+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 void ImGui_ImplSDL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
+IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
diff --git a/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.cpp b/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.cpp
new file mode 100644
index 0000000..cf159bb
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.cpp
@@ -0,0 +1,261 @@
+// 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.
+
+// 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.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// 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.
+// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
+// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2021-10-06: Backup and restore modified ClipRect/Viewport.
+// 2021-09-21: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_sdlrenderer2.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include // intptr_t
+#else
+#include // intptr_t
+#endif
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// SDL
+#include
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer2_Data
+{
+ SDL_Renderer* SDLRenderer;
+ SDL_Texture* FontTexture;
+ ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+ IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_sdlrenderer2";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->SDLRenderer = renderer;
+
+ return true;
+}
+
+void ImGui_ImplSDLRenderer2_Shutdown()
+{
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer2_SetupRenderState()
+{
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+
+ // 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(bd->SDLRenderer, nullptr);
+ SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
+}
+
+void ImGui_ImplSDLRenderer2_NewFrame()
+{
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+}
+
+void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
+{
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+
+ // 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(bd->SDLRenderer, &rsx, &rsy);
+ ImVec2 render_scale;
+ render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+ render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Backup SDL_Renderer state that will be modified to restore it afterwards
+ struct BackupSDLRendererState
+ {
+ SDL_Rect Viewport;
+ bool ClipEnabled;
+ SDL_Rect ClipRect;
+ };
+ BackupSDLRendererState old = {};
+ old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
+ SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_RenderGetClipRect(bd->SDLRenderer, &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;
+
+ // Render command lists
+ ImGui_ImplSDLRenderer2_SetupRenderState();
+ 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;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // 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_ImplSDLRenderer2_SetupRenderState();
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
+ SDL_RenderSetClipRect(bd->SDLRenderer, &r);
+
+ const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
+ const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
+#if SDL_VERSION_ATLEAST(2,0,19)
+ const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
+#else
+ const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
+#endif
+
+ // Bind texture, Draw
+ SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+ SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
+ xy, (int)sizeof(ImDrawVert),
+ color, (int)sizeof(ImDrawVert),
+ uv, (int)sizeof(ImDrawVert),
+ cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
+ idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+ }
+ }
+ }
+
+ // Restore modified SDL_Renderer state
+ SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
+{
+ 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->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
+ if (bd->FontTexture == nullptr)
+ {
+ SDL_Log("error creating texture");
+ return false;
+ }
+ 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)
+ {
+ io.Fonts->SetTexID(0);
+ SDL_DestroyTexture(bd->FontTexture);
+ bd->FontTexture = nullptr;
+ }
+}
+
+bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
+{
+ return ImGui_ImplSDLRenderer2_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.h b/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.h
new file mode 100644
index 0000000..ec6bbfe
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdlrenderer2.h
@@ -0,0 +1,28 @@
+// 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.
+
+// 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.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Renderer;
+
+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);
+
+// 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_DestroyDeviceObjects();
diff --git a/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.cpp b/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.cpp
new file mode 100644
index 0000000..40e8d9c
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.cpp
@@ -0,0 +1,256 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
+
+// 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.
+
+// 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.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// 2023-05-30: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_sdlrenderer3.h"
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include // intptr_t
+#else
+#include // intptr_t
+#endif
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// SDL
+#include
+#if !SDL_VERSION_ATLEAST(3,0,0)
+#error This backend requires SDL 3.0.0+
+#endif
+
+// SDL_Renderer data
+struct ImGui_ImplSDLRenderer3_Data
+{
+ SDL_Renderer* SDLRenderer;
+ SDL_Texture* FontTexture;
+ ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+ IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_sdlrenderer3";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->SDLRenderer = renderer;
+
+ return true;
+}
+
+void ImGui_ImplSDLRenderer3_Shutdown()
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer3_SetupRenderState()
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+ // 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(bd->SDLRenderer, nullptr);
+ SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
+}
+
+void ImGui_ImplSDLRenderer3_NewFrame()
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+}
+
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+ // 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(bd->SDLRenderer, &rsx, &rsy);
+ ImVec2 render_scale;
+ render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+ render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Backup SDL_Renderer state that will be modified to restore it afterwards
+ struct BackupSDLRendererState
+ {
+ SDL_Rect Viewport;
+ bool ClipEnabled;
+ SDL_Rect ClipRect;
+ };
+ BackupSDLRendererState old = {};
+ old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
+ SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_GetRenderClipRect(bd->SDLRenderer, &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;
+
+ // Render command lists
+ ImGui_ImplSDLRenderer3_SetupRenderState();
+ 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;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // 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_ImplSDLRenderer3_SetupRenderState();
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
+ SDL_SetRenderClipRect(bd->SDLRenderer, &r);
+
+ const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
+ const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
+#if SDL_VERSION_ATLEAST(2,0,19)
+ const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
+#else
+ const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
+#endif
+
+ // Bind texture, Draw
+ SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+ SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
+ xy, (int)sizeof(ImDrawVert),
+ color, (int)sizeof(ImDrawVert),
+ uv, (int)sizeof(ImDrawVert),
+ cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
+ idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+ }
+ }
+ }
+
+ // Restore modified SDL_Renderer state
+ SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
+{
+ 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->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
+ if (bd->FontTexture == nullptr)
+ {
+ SDL_Log("error creating texture");
+ return false;
+ }
+ 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)
+ {
+ io.Fonts->SetTexID(0);
+ SDL_DestroyTexture(bd->FontTexture);
+ bd->FontTexture = nullptr;
+ }
+}
+
+bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+{
+ return ImGui_ImplSDLRenderer3_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+}
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.h b/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.h
new file mode 100644
index 0000000..7f19d48
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_sdlrenderer3.h
@@ -0,0 +1,28 @@
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
+
+// 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.
+
+// 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.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Renderer;
+
+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);
+
+// 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_DestroyDeviceObjects();
diff --git a/external/imgui/imgui/backends/imgui_impl_vulkan.cpp b/external/imgui/imgui/backends/imgui_impl_vulkan.cpp
new file mode 100644
index 0000000..8887289
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_vulkan.cpp
@@ -0,0 +1,1495 @@
+// dear imgui: Renderer Backend for Vulkan
+// 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)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// 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/
+
+// 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.
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
+// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
+// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
+// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
+// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
+// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
+// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
+// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
+// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
+// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
+// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
+// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
+// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
+// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
+// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
+// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
+// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
+// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
+// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
+// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
+// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
+// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
+
+#include "imgui_impl_vulkan.h"
+#include
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_FrameRenderBuffers
+{
+ VkDeviceMemory VertexBufferMemory;
+ VkDeviceMemory IndexBufferMemory;
+ VkDeviceSize VertexBufferSize;
+ VkDeviceSize IndexBufferSize;
+ VkBuffer VertexBuffer;
+ VkBuffer IndexBuffer;
+};
+
+// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_WindowRenderBuffers
+{
+ uint32_t Index;
+ uint32_t Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
+};
+
+// Vulkan data
+struct ImGui_ImplVulkan_Data
+{
+ ImGui_ImplVulkan_InitInfo VulkanInitInfo;
+ VkRenderPass RenderPass;
+ VkDeviceSize BufferMemoryAlignment;
+ VkPipelineCreateFlags PipelineCreateFlags;
+ VkDescriptorSetLayout DescriptorSetLayout;
+ VkPipelineLayout PipelineLayout;
+ VkPipeline Pipeline;
+ uint32_t Subpass;
+ VkShaderModule ShaderModuleVert;
+ VkShaderModule ShaderModuleFrag;
+
+ // Font data
+ VkSampler FontSampler;
+ VkDeviceMemory FontMemory;
+ VkImage FontImage;
+ VkImageView FontView;
+ VkDescriptorSet FontDescriptorSet;
+ VkDeviceMemory UploadBufferMemory;
+ VkBuffer UploadBuffer;
+
+ // Render buffers for main window
+ ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
+
+ ImGui_ImplVulkan_Data()
+ {
+ memset((void*)this, 0, sizeof(*this));
+ BufferMemoryAlignment = 256;
+ }
+};
+
+// Forward Declarations
+bool ImGui_ImplVulkan_CreateDeviceObjects();
+void ImGui_ImplVulkan_DestroyDeviceObjects();
+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_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
+void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
+
+// Vulkan prototypes for use with custom loaders
+// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
+#ifdef VK_NO_PROTOTYPES
+static bool g_FunctionsLoaded = false;
+#else
+static bool g_FunctionsLoaded = true;
+#endif
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+
+// Define function pointers
+#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
+IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
+#undef IMGUI_VULKAN_FUNC_DEF
+#endif // VK_NO_PROTOTYPES
+
+#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
+#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
+static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
+#endif
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+// glsl_shader.vert, compiled with:
+// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
+/*
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
+
+out gl_PerVertex { vec4 gl_Position; };
+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
+*/
+static uint32_t __glsl_shader_vert_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
+ 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
+ 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
+ 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
+ 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
+ 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
+ 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
+ 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
+ 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
+ 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
+ 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
+ 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
+ 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
+ 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
+ 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
+ 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
+ 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
+ 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
+ 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
+ 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
+ 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
+ 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
+ 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
+ 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
+ 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
+ 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
+ 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
+ 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
+ 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
+ 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
+ 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
+ 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
+ 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
+ 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
+ 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
+ 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
+ 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
+ 0x0000002d,0x0000002c,0x000100fd,0x00010038
+};
+
+// glsl_shader.frag, compiled with:
+// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+/*
+#version 450 core
+layout(location = 0) out vec4 fColor;
+layout(set=0, 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);
+}
+*/
+static uint32_t __glsl_shader_frag_spv[] =
+{
+ 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
+ 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
+ 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
+ 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
+ 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
+ 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
+ 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
+ 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
+ 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
+ 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
+ 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
+ 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
+ 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
+ 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
+ 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
+ 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
+ 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
+ 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
+ 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
+ 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
+ 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
+ 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
+ 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
+ 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
+ 0x00010038
+};
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
+static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkPhysicalDeviceMemoryProperties prop;
+ vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
+ for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+ if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i))
+ return i;
+ return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void check_vk_result(VkResult err)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (!bd)
+ return;
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (v->CheckVkResultFn)
+ v->CheckVkResultFn(err);
+}
+
+static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+ if (buffer != VK_NULL_HANDLE)
+ vkDestroyBuffer(v->Device, buffer, v->Allocator);
+ if (buffer_memory != VK_NULL_HANDLE)
+ vkFreeMemory(v->Device, buffer_memory, v->Allocator);
+
+ VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = vertex_buffer_size_aligned;
+ buffer_info.usage = usage;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
+ check_vk_result(err);
+
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, 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 = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
+ check_vk_result(err);
+
+ err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
+ check_vk_result(err);
+ p_buffer_size = req.size;
+}
+
+static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+
+ // Bind pipeline:
+ {
+ vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+ }
+
+ // Bind Vertex And Index Buffer:
+ if (draw_data->TotalVtxCount > 0)
+ {
+ VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
+ VkDeviceSize vertex_offset[1] = { 0 };
+ vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
+ vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
+ }
+
+ // Setup viewport:
+ {
+ VkViewport viewport;
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = (float)fb_width;
+ viewport.height = (float)fb_height;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+ vkCmdSetViewport(command_buffer, 0, 1, &viewport);
+ }
+
+ // Setup scale and translation:
+ // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ {
+ float scale[2];
+ scale[0] = 2.0f / draw_data->DisplaySize.x;
+ scale[1] = 2.0f / draw_data->DisplaySize.y;
+ float translate[2];
+ translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+ translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+ }
+}
+
+// Render function
+void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline 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_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (pipeline == VK_NULL_HANDLE)
+ pipeline = bd->Pipeline;
+
+ // Allocate array to store enough vertex/index buffers
+ ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+ if (wrb->FrameRenderBuffers == nullptr)
+ {
+ wrb->Index = 0;
+ wrb->Count = v->ImageCount;
+ wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
+ }
+ IM_ASSERT(wrb->Count == v->ImageCount);
+ wrb->Index = (wrb->Index + 1) % wrb->Count;
+ ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
+
+ if (draw_data->TotalVtxCount > 0)
+ {
+ // Create or resize the vertex/index buffers
+ size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ 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)
+ CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ ImDrawVert* vtx_dst = nullptr;
+ ImDrawIdx* idx_dst = nullptr;
+ VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
+ check_vk_result(err);
+ err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
+ check_vk_result(err);
+ 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;
+ }
+ VkMappedMemoryRange range[2] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = rb->VertexBufferMemory;
+ range[0].size = VK_WHOLE_SIZE;
+ range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[1].memory = rb->IndexBufferMemory;
+ range[1].size = VK_WHOLE_SIZE;
+ err = vkFlushMappedMemoryRanges(v->Device, 2, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, rb->VertexBufferMemory);
+ vkUnmapMemory(v->Device, rb->IndexBufferMemory);
+ }
+
+ // Setup desired Vulkan state
+ ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(clip_min.x);
+ scissor.offset.y = (int32_t)(clip_min.y);
+ scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x);
+ scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Bind DescriptorSet with font or user texture
+ VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
+ if (sizeof(ImTextureID) < sizeof(ImU64))
+ {
+ // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
+ IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
+ desc_set[0] = bd->FontDescriptorSet;
+ }
+ vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
+
+ // Draw
+ vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
+ // Our last values will leak into user/application rendering IF:
+ // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
+ // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.
+ // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } };
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+}
+
+bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ size_t upload_size = width * height * 4 * sizeof(char);
+
+ VkResult err;
+
+ // Create the Image:
+ {
+ VkImageCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ info.imageType = VK_IMAGE_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.extent.width = 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 = 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:
+ {
+ 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, &bd->UploadBuffer);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
+ check_vk_result(err);
+ err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
+ check_vk_result(err);
+ }
+
+ // Upload to Buffer:
+ {
+ char* map = nullptr;
+ err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
+ check_vk_result(err);
+ memcpy(map, pixels, upload_size);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = bd->UploadBufferMemory;
+ range[0].size = upload_size;
+ err = vkFlushMappedMemoryRanges(v->Device, 1, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, bd->UploadBufferMemory);
+ }
+
+ // 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(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = width;
+ region.imageExtent.height = height;
+ region.imageExtent.depth = 1;
+ vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ 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(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
+ }
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
+
+ return true;
+}
+
+static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+ // Create the shader modules
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->ShaderModuleVert == VK_NULL_HANDLE)
+ {
+ VkShaderModuleCreateInfo vert_info = {};
+ vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
+ vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
+ VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &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);
+ 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)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_CreateShaderModules(device, allocator);
+
+ VkPipelineShaderStageCreateInfo stage[2] = {};
+ stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ stage[0].module = bd->ShaderModuleVert;
+ stage[0].pName = "main";
+ stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ stage[1].module = bd->ShaderModuleFrag;
+ stage[1].pName = "main";
+
+ VkVertexInputBindingDescription binding_desc[1] = {};
+ binding_desc[0].stride = sizeof(ImDrawVert);
+ binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ VkVertexInputAttributeDescription attribute_desc[3] = {};
+ attribute_desc[0].location = 0;
+ attribute_desc[0].binding = binding_desc[0].binding;
+ attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ attribute_desc[1].location = 1;
+ attribute_desc[1].binding = binding_desc[0].binding;
+ attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ attribute_desc[2].location = 2;
+ attribute_desc[2].binding = binding_desc[0].binding;
+ attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+ attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
+
+ VkPipelineVertexInputStateCreateInfo vertex_info = {};
+ vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_info.vertexBindingDescriptionCount = 1;
+ vertex_info.pVertexBindingDescriptions = binding_desc;
+ vertex_info.vertexAttributeDescriptionCount = 3;
+ vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+ ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+ VkPipelineViewportStateCreateInfo viewport_info = {};
+ viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_info.viewportCount = 1;
+ viewport_info.scissorCount = 1;
+
+ VkPipelineRasterizationStateCreateInfo raster_info = {};
+ raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+ raster_info.cullMode = VK_CULL_MODE_NONE;
+ raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ raster_info.lineWidth = 1.0f;
+
+ 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;
+
+ VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+ color_attachment[0].blendEnable = VK_TRUE;
+ color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+ color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineDepthStencilStateCreateInfo depth_info = {};
+ depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+ VkPipelineColorBlendStateCreateInfo blend_info = {};
+ blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend_info.attachmentCount = 1;
+ blend_info.pAttachments = color_attachment;
+
+ VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dynamic_state = {};
+ dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ 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;
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};
+ pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
+ pipelineRenderingCreateInfo.colorAttachmentCount = 1;
+ pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;
+ if (bd->VulkanInitInfo.UseDynamicRendering)
+ {
+ info.pNext = &pipelineRenderingCreateInfo;
+ info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
+ }
+#endif
+
+ VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
+ check_vk_result(err);
+}
+
+bool ImGui_ImplVulkan_CreateDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
+
+ if (!bd->FontSampler)
+ {
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ VkSamplerCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ info.magFilter = VK_FILTER_LINEAR;
+ info.minFilter = VK_FILTER_LINEAR;
+ info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ info.minLod = -1000;
+ info.maxLod = 1000;
+ info.maxAnisotropy = 1.0f;
+ err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
+ check_vk_result(err);
+ }
+
+ if (!bd->DescriptorSetLayout)
+ {
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ VkDescriptorSetLayoutCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ info.bindingCount = 1;
+ info.pBindings = binding;
+ err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
+ check_vk_result(err);
+ }
+
+ if (!bd->PipelineLayout)
+ {
+ // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = set_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
+ check_vk_result(err);
+ }
+
+ ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
+
+ return true;
+}
+
+void ImGui_ImplVulkan_DestroyFontUploadObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (bd->UploadBuffer)
+ {
+ vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
+ bd->UploadBuffer = VK_NULL_HANDLE;
+ }
+ if (bd->UploadBufferMemory)
+ {
+ vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
+ bd->UploadBufferMemory = VK_NULL_HANDLE;
+ }
+}
+
+void ImGui_ImplVulkan_DestroyDeviceObjects()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ ImGui_ImplVulkan_DestroyFontUploadObjects();
+
+ if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
+ if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
+ if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
+ if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
+ if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
+ if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
+ if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
+ if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
+ if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
+}
+
+bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+{
+ // Load function pointers
+ // You can use the default Vulkan loader using:
+ // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
+ // But this would be equivalent to not setting VK_NO_PROTOTYPES.
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_LOAD(func) \
+ func = reinterpret_cast(loader_func(#func, user_data)); \
+ if (func == nullptr) \
+ return false;
+ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
+#undef IMGUI_VULKAN_FUNC_LOAD
+
+#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));
+#endif
+#else
+ IM_UNUSED(loader_func);
+ IM_UNUSED(user_data);
+#endif
+
+ g_FunctionsLoaded = true;
+ return true;
+}
+
+bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+
+ if (info->UseDynamicRendering)
+ {
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+#ifndef VK_NO_PROTOTYPES
+ ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
+ ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
+#endif
+ IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
+ IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
+#else
+ IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined.");
+#endif
+ }
+
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_vulkan";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ 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(render_pass != VK_NULL_HANDLE);
+
+ bd->VulkanInitInfo = *info;
+ bd->RenderPass = render_pass;
+ bd->Subpass = info->Subpass;
+
+ ImGui_ImplVulkan_CreateDeviceObjects();
+
+ return true;
+}
+
+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();
+
+ ImGui_ImplVulkan_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplVulkan_NewFrame()
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
+ IM_UNUSED(bd);
+}
+
+void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(min_image_count >= 2);
+ if (bd->VulkanInitInfo.MinImageCount == min_image_count)
+ return;
+
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err = vkDeviceWaitIdle(v->Device);
+ check_vk_result(err);
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ bd->VulkanInitInfo.MinImageCount = min_image_count;
+}
+
+// Register a texture
+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
+VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+ // Create Descriptor Set:
+ VkDescriptorSet descriptor_set;
+ {
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = v->DescriptorPool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
+ VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
+ check_vk_result(err);
+ }
+
+ // Update the Descriptor Set:
+ {
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = sampler;
+ desc_image[0].imageView = image_view;
+ desc_image[0].imageLayout = image_layout;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = descriptor_set;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
+ }
+ return descriptor_set;
+}
+
+void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
+{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
+}
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own 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 upcoming multi-viewport feature will need them internally.
+// 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)
+//-------------------------------------------------------------------------
+
+VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_formats != nullptr);
+ IM_ASSERT(request_formats_count > 0);
+
+ // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
+ // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format
+ // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
+ // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
+ uint32_t avail_count;
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr);
+ ImVector avail_format;
+ avail_format.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
+
+ // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
+ if (avail_count == 1)
+ {
+ if (avail_format[0].format == VK_FORMAT_UNDEFINED)
+ {
+ VkSurfaceFormatKHR ret;
+ ret.format = request_formats[0];
+ ret.colorSpace = request_color_space;
+ return ret;
+ }
+ else
+ {
+ // No point in searching another format
+ return avail_format[0];
+ }
+ }
+ else
+ {
+ // Request several formats, the first found will be used
+ for (int request_i = 0; request_i < request_formats_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
+ return avail_format[avail_i];
+
+ // If none of the requested image formats could be found, use the first available
+ return avail_format[0];
+ }
+}
+
+VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_modes != nullptr);
+ IM_ASSERT(request_modes_count > 0);
+
+ // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
+ uint32_t avail_count = 0;
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr);
+ ImVector avail_modes;
+ avail_modes.resize((int)avail_count);
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
+ //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]);
+
+ for (int request_i = 0; request_i < request_modes_count; request_i++)
+ for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
+ if (request_modes[request_i] == avail_modes[avail_i])
+ return request_modes[request_i];
+
+ return VK_PRESENT_MODE_FIFO_KHR; // Always available
+}
+
+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);
+ (void)physical_device;
+ (void)allocator;
+
+ // Create Command Buffers
+ VkResult err;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ info.queueFamilyIndex = queue_family;
+ err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool);
+ check_vk_result(err);
+ }
+ {
+ VkCommandBufferAllocateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ info.commandPool = fd->CommandPool;
+ info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ info.commandBufferCount = 1;
+ err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer);
+ check_vk_result(err);
+ }
+ {
+ VkFenceCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ info.flags = VK_FENCE_CREATE_SIGNALED_BIT;
+ err = vkCreateFence(device, &info, allocator, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ VkSemaphoreCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore);
+ check_vk_result(err);
+ err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore);
+ check_vk_result(err);
+ }
+ }
+}
+
+int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
+{
+ if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
+ return 3;
+ if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR)
+ return 2;
+ if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR)
+ return 1;
+ IM_ASSERT(0);
+ return 1;
+}
+
+// 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)
+{
+ VkResult err;
+ VkSwapchainKHR old_swapchain = wd->Swapchain;
+ wd->Swapchain = VK_NULL_HANDLE;
+ err = vkDeviceWaitIdle(device);
+ check_vk_result(err);
+
+ // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
+ // Destroy old Framebuffer
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
+ wd->ImageCount = 0;
+ if (wd->RenderPass)
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ if (wd->Pipeline)
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+
+ // If min image count was not specified, request different count of images dependent on selected present mode
+ if (min_image_count == 0)
+ min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);
+
+ // Create Swapchain
+ {
+ VkSwapchainCreateInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
+ info.surface = wd->Surface;
+ info.minImageCount = min_image_count;
+ info.imageFormat = wd->SurfaceFormat.format;
+ info.imageColorSpace = wd->SurfaceFormat.colorSpace;
+ info.imageArrayLayers = 1;
+ info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
+ info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
+ info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+ info.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;
+ info.imageExtent.height = wd->Height = h;
+ }
+ else
+ {
+ info.imageExtent.width = wd->Width = cap.currentExtent.width;
+ info.imageExtent.height = wd->Height = cap.currentExtent.height;
+ }
+ err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
+ check_vk_result(err);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr);
+ check_vk_result(err);
+ VkImage backbuffers[16] = {};
+ IM_ASSERT(wd->ImageCount >= min_image_count);
+ IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
+ check_vk_result(err);
+
+ IM_ASSERT(wd->Frames == nullptr);
+ wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
+ wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
+ memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
+ memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ wd->Frames[i].Backbuffer = backbuffers[i];
+ }
+ if (old_swapchain)
+ vkDestroySwapchainKHR(device, old_swapchain, allocator);
+
+ // Create the Render Pass
+ if (wd->UseDynamicRendering == false)
+ {
+ VkAttachmentDescription attachment = {};
+ attachment.format = wd->SurfaceFormat.format;
+ attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ VkAttachmentReference color_attachment = {};
+ color_attachment.attachment = 0;
+ color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ VkSubpassDescription subpass = {};
+ subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+ subpass.colorAttachmentCount = 1;
+ subpass.pColorAttachments = &color_attachment;
+ VkSubpassDependency dependency = {};
+ dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+ dependency.dstSubpass = 0;
+ dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.srcAccessMask = 0;
+ dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ VkRenderPassCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ info.attachmentCount = 1;
+ info.pAttachments = &attachment;
+ info.subpassCount = 1;
+ info.pSubpasses = &subpass;
+ info.dependencyCount = 1;
+ info.pDependencies = &dependency;
+ err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
+ check_vk_result(err);
+
+ // We do not create a pipeline by default as this is also used by examples' main.cpp,
+ // but secondary viewport in multi-viewport mode may want to create one with:
+ //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
+ }
+
+ // Create The Image Views
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = wd->SurfaceFormat.format;
+ info.components.r = VK_COMPONENT_SWIZZLE_R;
+ info.components.g = VK_COMPONENT_SWIZZLE_G;
+ info.components.b = VK_COMPONENT_SWIZZLE_B;
+ info.components.a = VK_COMPONENT_SWIZZLE_A;
+ VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
+ info.subresourceRange = image_range;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ info.image = fd->Backbuffer;
+ err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView);
+ check_vk_result(err);
+ }
+ }
+
+ // Create Framebuffer
+ if (wd->UseDynamicRendering == false)
+ {
+ VkImageView attachment[1];
+ VkFramebufferCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ info.renderPass = wd->RenderPass;
+ info.attachmentCount = 1;
+ info.pAttachments = attachment;
+ info.width = wd->Width;
+ info.height = wd->Height;
+ info.layers = 1;
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
+ attachment[0] = fd->BackbufferView;
+ err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer);
+ check_vk_result(err);
+ }
+ }
+}
+
+// Create or resize window
+void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
+{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ (void)instance;
+ ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
+ ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
+{
+ vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
+ //vkQueueWaitIdle(bd->Queue);
+
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
+ ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
+ }
+ IM_FREE(wd->Frames);
+ IM_FREE(wd->FrameSemaphores);
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
+ vkDestroyPipeline(device, wd->Pipeline, allocator);
+ vkDestroyRenderPass(device, wd->RenderPass, allocator);
+ vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
+ vkDestroySurfaceKHR(instance, wd->Surface, allocator);
+
+ *wd = ImGui_ImplVulkanH_Window();
+}
+
+void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroyFence(device, fd->Fence, allocator);
+ vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
+ vkDestroyCommandPool(device, fd->CommandPool, allocator);
+ fd->Fence = VK_NULL_HANDLE;
+ fd->CommandBuffer = VK_NULL_HANDLE;
+ fd->CommandPool = VK_NULL_HANDLE;
+
+ vkDestroyImageView(device, fd->BackbufferView, allocator);
+ vkDestroyFramebuffer(device, fd->Framebuffer, allocator);
+}
+
+void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator)
+{
+ vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator);
+ vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator);
+ fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
+}
+
+void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
+ if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
+ if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
+ if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
+ buffers->VertexBufferSize = 0;
+ buffers->IndexBufferSize = 0;
+}
+
+void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
+{
+ for (uint32_t n = 0; n < buffers->Count; n++)
+ ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
+ IM_FREE(buffers->FrameRenderBuffers);
+ buffers->FrameRenderBuffers = nullptr;
+ buffers->Index = 0;
+ buffers->Count = 0;
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_vulkan.h b/external/imgui/imgui/backends/imgui_impl_vulkan.h
new file mode 100644
index 0000000..56bfe30
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_vulkan.h
@@ -0,0 +1,164 @@
+// dear imgui: Renderer Backend for Vulkan
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// 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/
+
+// 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.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+// [Configuration] in order to use a custom Vulkan function loader:
+// (1) You'll need to disable default Vulkan function prototypes.
+// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
+// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
+// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
+// - Or as a compilation flag in your build system
+// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
+// - Do not simply add it in a .cpp file!
+// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
+// If you have no idea what this is, leave it alone!
+//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+
+// Vulkan includes
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
+#include
+
+// Initialization data, for ImGui_ImplVulkan_Init()
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkan_InitInfo
+{
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkPipelineCache PipelineCache;
+ VkDescriptorPool DescriptorPool;
+ uint32_t Subpass;
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
+
+ // Dynamic Rendering (Optional)
+ bool UseDynamicRendering; // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
+ VkFormat ColorAttachmentFormat; // Required for dynamic rendering
+
+ // Allocation, Debugging
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
+};
+
+// Called by user code
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
+IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
+IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
+IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
+IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+
+// Register a texture (VkDescriptorSet == ImTextureID)
+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
+// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
+IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
+IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
+
+// Optional: load Vulkan functions with a custom function loader
+// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
+IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
+
+//-------------------------------------------------------------------------
+// Internal / Miscellaneous Vulkan Helpers
+// (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,
+// 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)
+//-------------------------------------------------------------------------
+
+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 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 int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
+
+// Helper structure to hold the data needed by one rendering frame
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+// [Please zero-clear before use!]
+struct ImGui_ImplVulkanH_Frame
+{
+ VkCommandPool CommandPool;
+ VkCommandBuffer CommandBuffer;
+ VkFence Fence;
+ VkImage Backbuffer;
+ VkImageView BackbufferView;
+ VkFramebuffer Framebuffer;
+};
+
+struct ImGui_ImplVulkanH_FrameSemaphores
+{
+ VkSemaphore ImageAcquiredSemaphore;
+ VkSemaphore RenderCompleteSemaphore;
+};
+
+// Helper structure to hold the data needed by one rendering context into one OS window
+// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
+struct ImGui_ImplVulkanH_Window
+{
+ int Width;
+ int Height;
+ VkSwapchainKHR Swapchain;
+ VkSurfaceKHR Surface;
+ VkSurfaceFormatKHR SurfaceFormat;
+ VkPresentModeKHR PresentMode;
+ VkRenderPass RenderPass;
+ VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
+ bool UseDynamicRendering;
+ bool ClearEnable;
+ VkClearValue ClearValue;
+ uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
+ uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
+ 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;
+
+ ImGui_ImplVulkanH_Window()
+ {
+ memset((void*)this, 0, sizeof(*this));
+ PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
+ ClearEnable = true;
+ }
+};
+
diff --git a/external/imgui/imgui/backends/imgui_impl_wgpu.cpp b/external/imgui/imgui/backends/imgui_impl_wgpu.cpp
new file mode 100644
index 0000000..8da8e45
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_wgpu.cpp
@@ -0,0 +1,763 @@
+// 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.)
+
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
+// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
+// 2022-11-24: Fixed validation error with default depth buffer settings.
+// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
+// 2021-08-24: Fixed for latest specs.
+// 2021-05-24: Add support for draw_data->FramebufferScale.
+// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
+// 2021-01-28: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_wgpu.h"
+#include
+#include
+
+// Dear ImGui prototypes from imgui_internal.h
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
+
+// WebGPU data
+struct RenderResources
+{
+ WGPUTexture FontTexture = nullptr; // Font texture
+ WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
+ WGPUSampler Sampler = nullptr; // Sampler for the font texture
+ 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
+};
+
+struct FrameResources
+{
+ WGPUBuffer IndexBuffer;
+ WGPUBuffer VertexBuffer;
+ ImDrawIdx* IndexBufferHost;
+ ImDrawVert* VertexBufferHost;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+
+struct Uniforms
+{
+ float MVP[4][4];
+ float Gamma;
+};
+
+struct ImGui_ImplWGPU_Data
+{
+ WGPUDevice wgpuDevice = nullptr;
+ WGPUQueue defaultQueue = nullptr;
+ WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
+ WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
+ WGPURenderPipeline pipelineState = nullptr;
+
+ RenderResources renderResources;
+ FrameResources* pFrameResources = nullptr;
+ unsigned int numFramesInFlight = 0;
+ unsigned int frameIndex = UINT_MAX;
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+//-----------------------------------------------------------------------------
+// SHADERS
+//-----------------------------------------------------------------------------
+
+static const char __shader_vert_wgsl[] = R"(
+struct VertexInput {
+ @location(0) position: vec2,
+ @location(1) uv: vec2,
+ @location(2) color: vec4,
+};
+
+struct VertexOutput {
+ @builtin(position) position: vec4,
+ @location(0) color: vec4,
+ @location(1) uv: vec2,
+};
+
+struct Uniforms {
+ mvp: mat4x4,
+ gamma: f32,
+};
+
+@group(0) @binding(0) var uniforms: Uniforms;
+
+@vertex
+fn main(in: VertexInput) -> VertexOutput {
+ var out: VertexOutput;
+ out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0);
+ out.color = in.color;
+ out.uv = in.uv;
+ return out;
+}
+)";
+
+static const char __shader_frag_wgsl[] = R"(
+struct VertexOutput {
+ @builtin(position) position: vec4,
+ @location(0) color: vec4,
+ @location(1) uv: vec2,
+};
+
+struct Uniforms {
+ mvp: mat4x4,
+ gamma: f32,
+};
+
+@group(0) @binding(0) var uniforms: Uniforms;
+@group(0) @binding(1) var s: sampler;
+@group(1) @binding(0) var t: texture_2d;
+
+@fragment
+fn main(in: VertexOutput) -> @location(0) vec4 {
+ let color = in.color * textureSample(t, s, in.uv);
+ let corrected_color = pow(color.rgb, vec3(uniforms.gamma));
+ return vec4(corrected_color, color.a);
+}
+)";
+
+static void SafeRelease(ImDrawIdx*& res)
+{
+ if (res)
+ delete[] res;
+ res = nullptr;
+}
+static void SafeRelease(ImDrawVert*& res)
+{
+ if (res)
+ delete[] res;
+ res = nullptr;
+}
+static void SafeRelease(WGPUBindGroupLayout& res)
+{
+ if (res)
+ wgpuBindGroupLayoutRelease(res);
+ res = nullptr;
+}
+static void SafeRelease(WGPUBindGroup& res)
+{
+ if (res)
+ wgpuBindGroupRelease(res);
+ res = nullptr;
+}
+static void SafeRelease(WGPUBuffer& res)
+{
+ if (res)
+ wgpuBufferRelease(res);
+ res = nullptr;
+}
+static void SafeRelease(WGPURenderPipeline& res)
+{
+ if (res)
+ wgpuRenderPipelineRelease(res);
+ res = nullptr;
+}
+static void SafeRelease(WGPUSampler& res)
+{
+ if (res)
+ wgpuSamplerRelease(res);
+ res = nullptr;
+}
+static void SafeRelease(WGPUShaderModule& res)
+{
+ if (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);
+};
+
+static void SafeRelease(FrameResources& res)
+{
+ SafeRelease(res.IndexBuffer);
+ SafeRelease(res.VertexBuffer);
+ SafeRelease(res.IndexBufferHost);
+ SafeRelease(res.VertexBufferHost);
+}
+
+static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+ wgsl_desc.source = wgsl_source;
+
+ WGPUShaderModuleDescriptor desc = {};
+ desc.nextInChain = reinterpret_cast(&wgsl_desc);
+
+ WGPUProgrammableStageDescriptor stage_desc = {};
+ stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
+ stage_desc.entryPoint = "main";
+ return stage_desc;
+}
+
+static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
+
+ WGPUBindGroupDescriptor image_bg_descriptor = {};
+ image_bg_descriptor.layout = layout;
+ image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
+ image_bg_descriptor.entries = image_bg_entries;
+ return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor);
+}
+
+static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
+ {
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
+ float gamma;
+ switch (bd->renderTargetFormat)
+ {
+ case WGPUTextureFormat_ASTC10x10UnormSrgb:
+ case WGPUTextureFormat_ASTC10x5UnormSrgb:
+ case WGPUTextureFormat_ASTC10x6UnormSrgb:
+ case WGPUTextureFormat_ASTC10x8UnormSrgb:
+ case WGPUTextureFormat_ASTC12x10UnormSrgb:
+ case WGPUTextureFormat_ASTC12x12UnormSrgb:
+ case WGPUTextureFormat_ASTC4x4UnormSrgb:
+ case WGPUTextureFormat_ASTC5x5UnormSrgb:
+ case WGPUTextureFormat_ASTC6x5UnormSrgb:
+ case WGPUTextureFormat_ASTC6x6UnormSrgb:
+ case WGPUTextureFormat_ASTC8x5UnormSrgb:
+ case WGPUTextureFormat_ASTC8x6UnormSrgb:
+ case WGPUTextureFormat_ASTC8x8UnormSrgb:
+ case WGPUTextureFormat_BC1RGBAUnormSrgb:
+ case WGPUTextureFormat_BC2RGBAUnormSrgb:
+ case WGPUTextureFormat_BC3RGBAUnormSrgb:
+ case WGPUTextureFormat_BC7RGBAUnormSrgb:
+ case WGPUTextureFormat_BGRA8UnormSrgb:
+ case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
+ case WGPUTextureFormat_ETC2RGB8UnormSrgb:
+ case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
+ case WGPUTextureFormat_RGBA8UnormSrgb:
+ gamma = 2.2f;
+ break;
+ default:
+ gamma = 1.0f;
+ }
+ wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
+ }
+
+ // Setup viewport
+ wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
+
+ // Bind shader and vertex buffers
+ wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
+ wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
+ wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
+ wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
+
+ // Setup blend factor
+ WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
+ wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
+}
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // 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();
+ bd->frameIndex = bd->frameIndex + 1;
+ FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (fr->VertexBuffer)
+ {
+ wgpuBufferDestroy(fr->VertexBuffer);
+ wgpuBufferRelease(fr->VertexBuffer);
+ }
+ SafeRelease(fr->VertexBufferHost);
+ fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+
+ WGPUBufferDescriptor vb_desc =
+ {
+ nullptr,
+ "Dear ImGui Vertex buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
+ MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
+ false
+ };
+ fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc);
+ if (!fr->VertexBuffer)
+ return;
+
+ fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
+ }
+ if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (fr->IndexBuffer)
+ {
+ wgpuBufferDestroy(fr->IndexBuffer);
+ wgpuBufferRelease(fr->IndexBuffer);
+ }
+ SafeRelease(fr->IndexBufferHost);
+ fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+
+ WGPUBufferDescriptor ib_desc =
+ {
+ nullptr,
+ "Dear ImGui Index buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
+ MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
+ false
+ };
+ fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc);
+ if (!fr->IndexBuffer)
+ return;
+
+ fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
+ }
+
+ // 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++)
+ {
+ 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;
+ }
+ int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
+ int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
+ wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
+ wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
+
+ // Setup desired render state
+ ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+
+ // 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++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
+ else
+ pcmd->UserCallback(cmd_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)
+ {
+ 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);
+ }
+
+ // 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);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle, Draw
+ wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
+ 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;
+ }
+}
+
+static void ImGui_ImplWGPU_CreateFontsTexture()
+{
+ // 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
+ {
+ WGPUTextureDescriptor tex_desc = {};
+ tex_desc.label = "Dear ImGui Font Texture";
+ tex_desc.dimension = WGPUTextureDimension_2D;
+ tex_desc.size.width = width;
+ tex_desc.size.height = 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);
+
+ WGPUTextureViewDescriptor tex_view_desc = {};
+ tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
+ tex_view_desc.dimension = WGPUTextureViewDimension_2D;
+ tex_view_desc.baseMipLevel = 0;
+ tex_view_desc.mipLevelCount = 1;
+ 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);
+ }
+
+ // Upload texture data
+ {
+ WGPUImageCopyTexture dst_view = {};
+ dst_view.texture = bd->renderResources.FontTexture;
+ dst_view.mipLevel = 0;
+ dst_view.origin = { 0, 0, 0 };
+ dst_view.aspect = WGPUTextureAspect_All;
+ WGPUTextureDataLayout layout = {};
+ 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);
+ }
+
+ // 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 = WGPUFilterMode_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);
+}
+
+static void ImGui_ImplWGPU_CreateUniformBuffer()
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ WGPUBufferDescriptor ub_desc =
+ {
+ nullptr,
+ "Dear ImGui Uniform buffer",
+ WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
+ MEMALIGN(sizeof(Uniforms), 16),
+ false
+ };
+ bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
+}
+
+bool ImGui_ImplWGPU_CreateDeviceObjects()
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->wgpuDevice)
+ return false;
+ if (bd->pipelineState)
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+
+ // Create render pipeline
+ WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
+ graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
+ graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
+ graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
+ graphics_pipeline_desc.multisample.count = 1;
+ graphics_pipeline_desc.multisample.mask = UINT_MAX;
+ graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
+
+ // Bind group layouts
+ WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
+ common_bg_layout_entries[0].binding = 0;
+ common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
+ common_bg_layout_entries[1].binding = 1;
+ common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
+ common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
+
+ WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
+ image_bg_layout_entries[0].binding = 0;
+ image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
+ image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
+ image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
+
+ WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
+ common_bg_layout_desc.entryCount = 2;
+ common_bg_layout_desc.entries = common_bg_layout_entries;
+
+ WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
+ image_bg_layout_desc.entryCount = 1;
+ image_bg_layout_desc.entries = image_bg_layout_entries;
+
+ WGPUBindGroupLayout bg_layouts[2];
+ bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
+ bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
+
+ WGPUPipelineLayoutDescriptor layout_desc = {};
+ layout_desc.bindGroupLayoutCount = 2;
+ layout_desc.bindGroupLayouts = bg_layouts;
+ graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
+
+ // Create the vertex shader
+ WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
+ graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
+ graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
+
+ // Vertex input configuration
+ WGPUVertexAttribute attribute_desc[] =
+ {
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
+ { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
+ { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
+ };
+
+ WGPUVertexBufferLayout buffer_layouts[1];
+ buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
+ buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
+ buffer_layouts[0].attributeCount = 3;
+ buffer_layouts[0].attributes = attribute_desc;
+
+ graphics_pipeline_desc.vertex.bufferCount = 1;
+ graphics_pipeline_desc.vertex.buffers = buffer_layouts;
+
+ // Create the pixel shader
+ WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
+
+ // Create the blending setup
+ WGPUBlendState blend_state = {};
+ blend_state.alpha.operation = WGPUBlendOperation_Add;
+ blend_state.alpha.srcFactor = WGPUBlendFactor_One;
+ blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+ blend_state.color.operation = WGPUBlendOperation_Add;
+ blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
+ blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
+
+ WGPUColorTargetState color_state = {};
+ color_state.format = bd->renderTargetFormat;
+ color_state.blend = &blend_state;
+ color_state.writeMask = WGPUColorWriteMask_All;
+
+ WGPUFragmentState fragment_state = {};
+ fragment_state.module = pixel_shader_desc.module;
+ fragment_state.entryPoint = pixel_shader_desc.entryPoint;
+ fragment_state.targetCount = 1;
+ fragment_state.targets = &color_state;
+
+ graphics_pipeline_desc.fragment = &fragment_state;
+
+ // Create depth-stencil State
+ WGPUDepthStencilState depth_stencil_state = {};
+ depth_stencil_state.format = bd->depthStencilFormat;
+ depth_stencil_state.depthWriteEnabled = false;
+ depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
+ depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
+ depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
+
+ // Configure disabled depth-stencil state
+ graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
+
+ bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
+
+ ImGui_ImplWGPU_CreateFontsTexture();
+ ImGui_ImplWGPU_CreateUniformBuffer();
+
+ // 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);
+ SafeRelease(bg_layouts[0]);
+
+ return true;
+}
+
+void ImGui_ImplWGPU_InvalidateDeviceObjects()
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->wgpuDevice)
+ return;
+
+ 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.
+
+ for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
+ SafeRelease(bd->pFrameResources[i]);
+}
+
+bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_webgpu";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->wgpuDevice = device;
+ bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
+ bd->renderTargetFormat = rt_format;
+ bd->depthStencilFormat = depth_format;
+ bd->numFramesInFlight = num_frames_in_flight;
+ 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)
+ bd->pFrameResources = new FrameResources[num_frames_in_flight];
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ FrameResources* fr = &bd->pFrameResources[i];
+ fr->IndexBuffer = nullptr;
+ fr->VertexBuffer = nullptr;
+ fr->IndexBufferHost = nullptr;
+ fr->VertexBufferHost = nullptr;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
+
+ return true;
+}
+
+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();
+
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+ delete[] bd->pFrameResources;
+ bd->pFrameResources = nullptr;
+ wgpuQueueRelease(bd->defaultQueue);
+ bd->wgpuDevice = nullptr;
+ bd->numFramesInFlight = 0;
+ bd->frameIndex = UINT_MAX;
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplWGPU_NewFrame()
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (!bd->pipelineState)
+ ImGui_ImplWGPU_CreateDeviceObjects();
+}
diff --git a/external/imgui/imgui/backends/imgui_impl_wgpu.h b/external/imgui/imgui/backends/imgui_impl_wgpu.h
new file mode 100644
index 0000000..0914207
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_wgpu.h
@@ -0,0 +1,25 @@
+// 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.)
+
+// 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.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#include
+
+IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
+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();
diff --git a/external/imgui/imgui/backends/imgui_impl_win32.cpp b/external/imgui/imgui/backends/imgui_impl_win32.cpp
new file mode 100644
index 0000000..c347a87
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_win32.cpp
@@ -0,0 +1,861 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+// [X] Platform: Mouse 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'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include
+#include // GET_X_LPARAM(), GET_Y_LPARAM()
+#include
+#include
+
+// Configuration flags to add in your imconfig.h file:
+//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
+
+// Using XInput for gamepad (will load DLL dynamically)
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+#include
+typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
+typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
+#endif
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
+// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
+// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
+// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
+// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
+// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+// 2021-01-25: Inputs: Dynamically loading XInput DLL.
+// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
+// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
+// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
+// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
+// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
+// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
+// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
+// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
+// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
+// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
+// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
+// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
+// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
+// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
+
+struct ImGui_ImplWin32_Data
+{
+ HWND hWnd;
+ HWND MouseHwnd;
+ int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
+ int MouseButtonsDown;
+ INT64 Time;
+ INT64 TicksPerSecond;
+ ImGuiMouseCursor LastMouseCursor;
+
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ bool HasGamepad;
+ bool WantUpdateHasGamepad;
+ HMODULE XInputDLL;
+ PFN_XInputGetCapabilities XInputGetCapabilities;
+ PFN_XInputGetState XInputGetState;
+#endif
+
+ ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+ INT64 perf_frequency, perf_counter;
+ if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
+ return false;
+ if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
+ return false;
+
+ // Setup backend capabilities flags
+ ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_win32";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->hWnd = (HWND)hwnd;
+ bd->TicksPerSecond = perf_frequency;
+ bd->Time = perf_counter;
+ bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+ // Set platform dependent data in viewport
+ ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
+ IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
+
+ // Dynamically load XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ bd->WantUpdateHasGamepad = true;
+ const char* xinput_dll_names[] =
+ {
+ "xinput1_4.dll", // Windows 8+
+ "xinput1_3.dll", // DirectX SDK
+ "xinput9_1_0.dll", // Windows Vista, Windows 7
+ "xinput1_2.dll", // DirectX SDK
+ "xinput1_1.dll" // DirectX SDK
+ };
+ for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
+ if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
+ {
+ bd->XInputDLL = dll;
+ bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
+ bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
+ break;
+ }
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+ return true;
+}
+
+IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
+{
+ return ImGui_ImplWin32_InitEx(hwnd, false);
+}
+
+IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
+{
+ // OpenGL needs CS_OWNDC
+ return ImGui_ImplWin32_InitEx(hwnd, true);
+}
+
+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();
+
+ // Unload XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ if (bd->XInputDLL)
+ ::FreeLibrary(bd->XInputDLL);
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static bool ImGui_ImplWin32_UpdateMouseCursor()
+{
+ 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
+ ::SetCursor(nullptr);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ 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_NotAllowed: win32_cursor = IDC_NO; break;
+ }
+ ::SetCursor(::LoadCursor(nullptr, win32_cursor));
+ }
+ return true;
+}
+
+static bool IsVkDown(int vk)
+{
+ return (::GetKeyState(vk) & 0x8000) != 0;
+}
+
+static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(key, down);
+ io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
+ IM_UNUSED(native_scancode);
+}
+
+static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+{
+ // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
+ if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
+ if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
+
+ // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
+ if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
+ if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
+}
+
+static void ImGui_ImplWin32_UpdateKeyModifiers()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
+ io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
+ io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
+ io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
+}
+
+static void ImGui_ImplWin32_UpdateMouseData()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(bd->hWnd != 0);
+
+ HWND focused_window = ::GetForegroundWindow();
+ const bool is_app_focused = (focused_window == bd->hWnd);
+ if (is_app_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ {
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ if (::ClientToScreen(bd->hWnd, &pos))
+ ::SetCursorPos(pos.x, pos.y);
+ }
+
+ // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
+ // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
+ if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
+ {
+ POINT pos;
+ if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
+ io.AddMousePosEvent((float)pos.x, (float)pos.y);
+ }
+ }
+}
+
+// Gamepad navigation mapping
+static void ImGui_ImplWin32_UpdateGamepads()
+{
+#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;
+
+ // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
+ // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
+ if (bd->WantUpdateHasGamepad)
+ {
+ XINPUT_CAPABILITIES caps = {};
+ bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
+ bd->WantUpdateHasGamepad = false;
+ }
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ XINPUT_STATE xinput_state;
+ XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
+ #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
+ MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
+ MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
+ MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
+ MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
+ MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
+ MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+}
+
+void ImGui_ImplWin32_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect = { 0, 0, 0, 0 };
+ ::GetClientRect(bd->hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time = 0;
+ ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
+ io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
+ bd->Time = current_time;
+
+ // Update OS mouse position
+ ImGui_ImplWin32_UpdateMouseData();
+
+ // Process workarounds for known Windows key handling issues
+ ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
+
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (bd->LastMouseCursor != mouse_cursor)
+ {
+ bd->LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplWin32_UpdateGamepads();
+}
+
+// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
+#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
+
+// Map VK_xxx to ImGuiKey_xxx.
+static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
+{
+ switch (wParam)
+ {
+ case VK_TAB: return ImGuiKey_Tab;
+ case VK_LEFT: return ImGuiKey_LeftArrow;
+ case VK_RIGHT: return ImGuiKey_RightArrow;
+ case VK_UP: return ImGuiKey_UpArrow;
+ case VK_DOWN: return ImGuiKey_DownArrow;
+ case VK_PRIOR: return ImGuiKey_PageUp;
+ case VK_NEXT: return ImGuiKey_PageDown;
+ case VK_HOME: return ImGuiKey_Home;
+ case VK_END: return ImGuiKey_End;
+ case VK_INSERT: return ImGuiKey_Insert;
+ case VK_DELETE: return ImGuiKey_Delete;
+ case VK_BACK: return ImGuiKey_Backspace;
+ case VK_SPACE: return ImGuiKey_Space;
+ case VK_RETURN: return ImGuiKey_Enter;
+ case VK_ESCAPE: return ImGuiKey_Escape;
+ case VK_OEM_7: return ImGuiKey_Apostrophe;
+ case VK_OEM_COMMA: return ImGuiKey_Comma;
+ case VK_OEM_MINUS: return ImGuiKey_Minus;
+ case VK_OEM_PERIOD: return ImGuiKey_Period;
+ case VK_OEM_2: return ImGuiKey_Slash;
+ case VK_OEM_1: return ImGuiKey_Semicolon;
+ case VK_OEM_PLUS: return ImGuiKey_Equal;
+ case VK_OEM_4: return ImGuiKey_LeftBracket;
+ case VK_OEM_5: return ImGuiKey_Backslash;
+ case VK_OEM_6: return ImGuiKey_RightBracket;
+ case VK_OEM_3: return ImGuiKey_GraveAccent;
+ case VK_CAPITAL: return ImGuiKey_CapsLock;
+ case VK_SCROLL: return ImGuiKey_ScrollLock;
+ case VK_NUMLOCK: return ImGuiKey_NumLock;
+ case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
+ case VK_PAUSE: return ImGuiKey_Pause;
+ case VK_NUMPAD0: return ImGuiKey_Keypad0;
+ case VK_NUMPAD1: return ImGuiKey_Keypad1;
+ case VK_NUMPAD2: return ImGuiKey_Keypad2;
+ case VK_NUMPAD3: return ImGuiKey_Keypad3;
+ case VK_NUMPAD4: return ImGuiKey_Keypad4;
+ case VK_NUMPAD5: return ImGuiKey_Keypad5;
+ case VK_NUMPAD6: return ImGuiKey_Keypad6;
+ case VK_NUMPAD7: return ImGuiKey_Keypad7;
+ case VK_NUMPAD8: return ImGuiKey_Keypad8;
+ case VK_NUMPAD9: return ImGuiKey_Keypad9;
+ case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case VK_DIVIDE: return ImGuiKey_KeypadDivide;
+ case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case VK_ADD: return ImGuiKey_KeypadAdd;
+ case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
+ case VK_LSHIFT: return ImGuiKey_LeftShift;
+ case VK_LCONTROL: return ImGuiKey_LeftCtrl;
+ case VK_LMENU: return ImGuiKey_LeftAlt;
+ case VK_LWIN: return ImGuiKey_LeftSuper;
+ case VK_RSHIFT: return ImGuiKey_RightShift;
+ case VK_RCONTROL: return ImGuiKey_RightCtrl;
+ case VK_RMENU: return ImGuiKey_RightAlt;
+ case VK_RWIN: return ImGuiKey_RightSuper;
+ case VK_APPS: return ImGuiKey_Menu;
+ case '0': return ImGuiKey_0;
+ case '1': return ImGuiKey_1;
+ case '2': return ImGuiKey_2;
+ case '3': return ImGuiKey_3;
+ case '4': return ImGuiKey_4;
+ case '5': return ImGuiKey_5;
+ case '6': return ImGuiKey_6;
+ case '7': return ImGuiKey_7;
+ case '8': return ImGuiKey_8;
+ case '9': return ImGuiKey_9;
+ case 'A': return ImGuiKey_A;
+ case 'B': return ImGuiKey_B;
+ case 'C': return ImGuiKey_C;
+ case 'D': return ImGuiKey_D;
+ case 'E': return ImGuiKey_E;
+ case 'F': return ImGuiKey_F;
+ case 'G': return ImGuiKey_G;
+ case 'H': return ImGuiKey_H;
+ case 'I': return ImGuiKey_I;
+ case 'J': return ImGuiKey_J;
+ case 'K': return ImGuiKey_K;
+ case 'L': return ImGuiKey_L;
+ case 'M': return ImGuiKey_M;
+ case 'N': return ImGuiKey_N;
+ case 'O': return ImGuiKey_O;
+ case 'P': return ImGuiKey_P;
+ case 'Q': return ImGuiKey_Q;
+ case 'R': return ImGuiKey_R;
+ case 'S': return ImGuiKey_S;
+ case 'T': return ImGuiKey_T;
+ case 'U': return ImGuiKey_U;
+ case 'V': return ImGuiKey_V;
+ case 'W': return ImGuiKey_W;
+ case 'X': return ImGuiKey_X;
+ case 'Y': return ImGuiKey_Y;
+ case 'Z': return ImGuiKey_Z;
+ case VK_F1: return ImGuiKey_F1;
+ case VK_F2: return ImGuiKey_F2;
+ case VK_F3: return ImGuiKey_F3;
+ case VK_F4: return ImGuiKey_F4;
+ case VK_F5: return ImGuiKey_F5;
+ case VK_F6: return ImGuiKey_F6;
+ case VK_F7: return ImGuiKey_F7;
+ case VK_F8: return ImGuiKey_F8;
+ case VK_F9: return ImGuiKey_F9;
+ case VK_F10: return ImGuiKey_F10;
+ case VK_F11: return ImGuiKey_F11;
+ case VK_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+#ifndef DBT_DEVNODES_CHANGED
+#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
+
+// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
+// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+ LPARAM extra_info = ::GetMessageExtraInfo();
+ if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+ return ImGuiMouseSource_Pen;
+ if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+ return ImGuiMouseSource_TouchScreen;
+ return ImGuiMouseSource_Mouse;
+}
+
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == nullptr)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+
+ switch (msg)
+ {
+ case WM_MOUSEMOVE:
+ case WM_NCMOUSEMOVE:
+ {
+ // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
+ ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
+ bd->MouseHwnd = hwnd;
+ if (bd->MouseTrackedArea != area)
+ {
+ TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
+ TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
+ if (bd->MouseTrackedArea != 0)
+ ::TrackMouseEvent(&tme_cancel);
+ ::TrackMouseEvent(&tme_track);
+ bd->MouseTrackedArea = area;
+ }
+ POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
+ if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
+ break;
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
+ break;
+ }
+ case WM_MOUSELEAVE:
+ case WM_NCMOUSELEAVE:
+ {
+ const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
+ if (bd->MouseTrackedArea == area)
+ {
+ if (bd->MouseHwnd == hwnd)
+ bd->MouseHwnd = nullptr;
+ bd->MouseTrackedArea = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+ break;
+ }
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
+ {
+ ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
+ if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
+ ::SetCapture(hwnd);
+ bd->MouseButtonsDown |= 1 << button;
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMouseButtonEvent(button, true);
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ case WM_XBUTTONUP:
+ {
+ ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ int button = 0;
+ if (msg == WM_LBUTTONUP) { button = 0; }
+ if (msg == WM_RBUTTONUP) { button = 1; }
+ if (msg == WM_MBUTTONUP) { button = 2; }
+ if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ bd->MouseButtonsDown &= ~(1 << button);
+ if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMouseButtonEvent(button, false);
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
+ return 0;
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
+ if (wParam < 256)
+ {
+ // Submit modifiers
+ ImGui_ImplWin32_UpdateKeyModifiers();
+
+ // Obtain virtual key code
+ // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
+ int vk = (int)wParam;
+ if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
+ vk = IM_VK_KEYPAD_ENTER;
+
+ // Submit key event
+ const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
+ const int scancode = (int)LOBYTE(HIWORD(lParam));
+ if (key != ImGuiKey_None)
+ ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
+
+ // Submit individual left/right modifier events
+ if (vk == VK_SHIFT)
+ {
+ // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+ if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
+ if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
+ }
+ else if (vk == VK_CONTROL)
+ {
+ if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
+ if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
+ }
+ else if (vk == VK_MENU)
+ {
+ if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
+ if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
+ }
+ }
+ return 0;
+ }
+ case WM_SETFOCUS:
+ case WM_KILLFOCUS:
+ io.AddFocusEvent(msg == WM_SETFOCUS);
+ return 0;
+ case WM_CHAR:
+ if (::IsWindowUnicode(hwnd))
+ {
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacterUTF16((unsigned short)wParam);
+ }
+ else
+ {
+ wchar_t wch = 0;
+ ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
+ io.AddInputCharacter(wch);
+ }
+ return 0;
+ case WM_SETCURSOR:
+ // This is required to restore cursor when transitioning from e.g resize borders to client area.
+ if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+ return 1;
+ return 0;
+ case WM_DEVICECHANGE:
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ if ((UINT)wParam == DBT_DEVNODES_CHANGED)
+ bd->WantUpdateHasGamepad = true;
+#endif
+ return 0;
+ }
+ return 0;
+}
+
+
+//--------------------------------------------------------------------------------------------------------
+// DPI-related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+//---------------------------------------------------------------------------------------------------------
+// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
+// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
+// If you are trying to implement your own backend for your own engine, you may ignore that noise.
+//---------------------------------------------------------------------------------------------------------
+
+// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they
+// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
+static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
+{
+ typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
+ static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
+ if (RtlVerifyVersionInfoFn == nullptr)
+ if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
+ RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
+ if (RtlVerifyVersionInfoFn == nullptr)
+ return FALSE;
+
+ RTL_OSVERSIONINFOEXW versionInfo = { };
+ ULONGLONG conditionMask = 0;
+ versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
+ versionInfo.dwMajorVersion = major;
+ versionInfo.dwMinorVersion = minor;
+ VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
+ VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
+ return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
+}
+
+#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
+#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
+#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
+#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
+
+#ifndef DPI_ENUMS_DECLARED
+typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
+typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
+#endif
+#ifndef _DPI_AWARENESS_CONTEXTS_
+DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
+#endif
+#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
+#endif
+typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
+typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
+typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
+
+// Helper function to enable DPI awareness without setting up a manifest
+void ImGui_ImplWin32_EnableDpiAwareness()
+{
+ if (_IsWindows10OrGreater())
+ {
+ static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
+ if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
+ {
+ SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
+ return;
+ }
+ }
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
+ {
+ SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
+ return;
+ }
+ }
+#if _WIN32_WINNT >= 0x0600
+ ::SetProcessDPIAware();
+#endif
+}
+
+#if defined(_MSC_VER) && !defined(NOGDI)
+#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
+#endif
+
+float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
+{
+ UINT xdpi = 96, ydpi = 96;
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
+ if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
+ GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
+ if (GetDpiForMonitorFn != nullptr)
+ {
+ GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ return xdpi / 96.0f;
+ }
+ }
+#ifndef NOGDI
+ const HDC dc = ::GetDC(nullptr);
+ xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
+ ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ ::ReleaseDC(nullptr, dc);
+#endif
+ return xdpi / 96.0f;
+}
+
+float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+{
+ HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
+ return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+}
+
+//---------------------------------------------------------------------------------------------------------
+// Transparency related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+
+#if defined(_MSC_VER)
+#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
+#endif
+
+// [experimental]
+// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
+// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
+void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
+{
+ if (!_IsWindowsVistaOrGreater())
+ return;
+
+ BOOL composition;
+ if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
+ return;
+
+ BOOL opaque;
+ DWORD color;
+ if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
+ {
+ HRGN region = ::CreateRectRgn(0, 0, -1, -1);
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
+ bb.hRgnBlur = region;
+ bb.fEnable = TRUE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+ ::DeleteObject(region);
+ }
+ else
+ {
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+ }
+}
+
+//---------------------------------------------------------------------------------------------------------
diff --git a/external/imgui/imgui/backends/imgui_impl_win32.h b/external/imgui/imgui/backends/imgui_impl_win32.h
new file mode 100644
index 0000000..ffffdea
--- /dev/null
+++ b/external/imgui/imgui/backends/imgui_impl_win32.h
@@ -0,0 +1,46 @@
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+// [X] Platform: Mouse 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'.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+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();
+IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
+
+// Win32 message handler your application need to call.
+// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper.
+// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
+// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
+
+#if 0
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+
+// DPI-related helpers (optional)
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
+IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
+IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
+
+// Transparency related helpers (optional) [experimental]
+// - Use to enable alpha compositing transparency with the desktop.
+// - Use together with e.g. clearing your framebuffer with zero-alpha.
+IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
diff --git a/external/imgui/imgui/backends/vulkan/generate_spv.sh b/external/imgui/imgui/backends/vulkan/generate_spv.sh
new file mode 100755
index 0000000..948ef77
--- /dev/null
+++ b/external/imgui/imgui/backends/vulkan/generate_spv.sh
@@ -0,0 +1,6 @@
+#!/bin/bash
+## -V: create SPIR-V binary
+## -x: save binary output as text-based 32-bit hexadecimal numbers
+## -o: output file
+glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
+glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
diff --git a/external/imgui/imgui/backends/vulkan/glsl_shader.frag b/external/imgui/imgui/backends/vulkan/glsl_shader.frag
new file mode 100644
index 0000000..ce7e6f7
--- /dev/null
+++ b/external/imgui/imgui/backends/vulkan/glsl_shader.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, 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/external/imgui/imgui/backends/vulkan/glsl_shader.vert b/external/imgui/imgui/backends/vulkan/glsl_shader.vert
new file mode 100644
index 0000000..9425365
--- /dev/null
+++ b/external/imgui/imgui/backends/vulkan/glsl_shader.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant {
+ vec2 uScale;
+ vec2 uTranslate;
+} pc;
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+layout(location = 0) out struct {
+ vec4 Color;
+ vec2 UV;
+} Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
+}
diff --git a/external/imgui/imgui/docs/BACKENDS.md b/external/imgui/imgui/docs/BACKENDS.md
new file mode 100644
index 0000000..2b4a4fb
--- /dev/null
+++ b/external/imgui/imgui/docs/BACKENDS.md
@@ -0,0 +1,146 @@
+_(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
+
+**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
+your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
+
+- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
+
+- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
+
+- For some high-level frameworks, a single backend usually 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.**
+
+
+### 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: rendering indexed textured triangles with a clipping rectangle.
+
+ Extra features are opt-in, our backends try to support as many as possible:
+
+ - Optional: custom texture binding support.
+ - Optional: clipboard support.
+ - Optional: gamepad support.
+ - Optional: mouse cursor shape support.
+ - Optional: IME support.
+ - 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).
+
+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).
+
+- Some issues may only be backend or platform specific.
+- You should be able to write backends for pretty much any platform and any 3D graphics API.
+ e.g. you can get creative and use software rendering or render remotely on a different machine.
+
+
+### Integrating a backend
+
+See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
+
+
+### List of backends
+
+In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
+
+List of Platforms Backends:
+
+ imgui_impl_android.cpp ; Android native app API
+ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
+ imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
+ imgui_impl_glut.cpp ; GLUT/FreeGLUT (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_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
+
+List of high-level Frameworks Backends (combining Platform + Renderer):
+
+ imgui_impl_allegro5.cpp
+
+Emscripten is also supported!
+The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
+
+### Backends for third-party frameworks, graphics API or other languages
+
+See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
+
+### Recommended Backends
+
+If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
+
+|Library |Website |Backend |Note |
+|--------|--------|--------|-----|
+| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
+| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
+| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
+
+
+### 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.
+You will save lots of time integrating the library.
+You can LATER decide to rewrite yourself a custom backend if you really need to.
+In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
+If you want portability, you can use multiple backends and choose between them either at compile time
+or at runtime.
+
+**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
+system layered over DirectX11.
+Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
+Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
+custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
+
+**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.
+Suggestion: use multiple generic backends!
+Once it works, if you really need it, you can replace parts of backends with your own abstractions.
+
+**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
+and you have high-level systems everywhere.
+Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
+your desktop builds working first. This will get you running faster and get your acquainted with
+how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
+
+Generally:
+It is unlikely you will add value to your project by creating your own backend.
+
+Also:
+The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
+Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
+extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
+requests such as: "create an additional OS window", "create a render context", "get the OS position of this
+window" etc. 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.
diff --git a/external/imgui/imgui/docs/CHANGELOG.txt b/external/imgui/imgui/docs/CHANGELOG.txt
new file mode 100644
index 0000000..6589554
--- /dev/null
+++ b/external/imgui/imgui/docs/CHANGELOG.txt
@@ -0,0 +1,4998 @@
+dear imgui
+CHANGELOG
+
+This document holds the user-facing changelog that we also use in release notes.
+We generally fold multiple commits pertaining to the same topic as a single entry.
+Changes to backends are also included within the individual .cpp files of each backend.
+
+RELEASE NOTES: https://github.com/ocornut/imgui/releases
+REPORT ISSUES: https://github.com/ocornut/imgui/issues
+DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
+WIKI https://github.com/ocornut/imgui/wiki
+FAQ https://www.dearimgui.com/faq/
+
+WHEN TO UPDATE?
+
+- Keeping your copy of Dear ImGui updated regularly is recommended.
+- It is generally safe to sync to the latest commit in master or docking branches
+ The library is fairly stable and regressions tends to be fixed fast when reported.
+
+HOW TO UPDATE?
+
+- Overwrite every file except imconfig.h (if you have modified it).
+- You may also locally branch to modify imconfig.h and merge latest into your branch.
+- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
+- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
+- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
+- You may diff your previous Changelog with the one you just copied and read that diff.
+- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
+ Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
+ 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 1.89.7 (Released 2023-07-04)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.7
+
+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.
+ Majority of users should not even notice.
+- Overlapping items: (#6512, #3909, #517)
+ - Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
+ 'SetItemAllowOverlap()' (called after an item). This is roughly equivalent to using the
+ legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal).
+ - Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15),
+ and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead.
+ - Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'.
+ - Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'
+ - Kept redirecting enums (will obsolete).
+
+Other changes:
+
+- Tooltips/IsItemHovered() related changes:
+ - Tooltips: Added SetItemTooltip() and BeginItemTooltip() functions.
+ They are shortcuts for the common idiom of using IsItemHovered().
+ - SetItemTooltip("Hello") == if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip("Hello"); }
+ - BeginItemTooltip() == IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip()
+ The newly added ImGuiHoveredFlags_Tooltip is meant to facilitate standardizing
+ mouse hovering delays and rules for a given application.
+ The previously common idiom of using 'if (IsItemHovered()) { SetTooltip(...); }'
+ won't use delay or stationary test.
+ - IsItemHovered: Added ImGuiHoveredFlags_Stationary to require mouse being
+ stationary when hovering a new item. Added style.HoverStationaryDelay (~0.15 sec).
+ Once the mouse has been stationary once the state is preserved for same item. (#1485)
+ - IsItemHovered: Added ImGuiHoveredFlags_ForTooltip as a shortcut for pulling flags
+ from style.HoverFlagsForTooltipMouse or style.HoverFlagsForTooltipNav depending
+ on active inputs (#1485)
+ - style.HoverFlagsForTooltipMouse defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'
+ - style.HoverFlagsForTooltipNav defaults to 'ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal'.
+ - Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items
+ isn't covered as much. (Match offset for drag and drop tooltips)
+ - IsItemHovered: Tweaked default value of style.HoverDelayNormal from 0.30 to 0.40,
+ Tweaked default value of style.HoverDelayShort from 0.10 to 0.15. (#1485)
+ - IsItemHovered: Added ImGuiHoveredFlags_AllowWhenOverlappedByWindow to ignore window-overlap only.
+ Option ImGuiHoveredFlags_AllowWhenOverlapped now expand into a combination of both
+ _AllowWhenOverlappedByWindow + _AllowWhenOverlappedByItem, matching old behavior.
+- Overlapping items: (#6512, #3909, #517)
+ - Most item types should now work with SetNextItemAllowOverlap(). (#6512, #3909, #517)
+ - Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything.
+ - IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which
+ is being overlapped. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem to opt-out. (#6512, #3909, #517)
+ - Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap
+ and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
+- IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary.
+- IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags.
+- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either
+ ScrollX or ScrollY flags from being impossible to resize. (#6503)
+- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
+- InputText: Fixed not returning true when buffer is cleared while using the
+ ImGuiInputTextFlags_EscapeClearsAll flag. (#5688, #2620)
+- InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
+- InputText: ImGuiInputTextCallbackData::InsertChars() accept (NULL,NULL) range, in order to conform
+ to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615)
+- Combo: Made simple/legacy Combo() function not returns true when picking already selected item.
+ This is consistent with other widgets. If you need something else, you can use BeginCombo(). (#1182)
+- Clipper: Rework inner logic to allow functioning with a zero-clear constructor.
+ This is order to facilitate usage for language bindings (e.g cimgui or dear_binding)
+ where user may not be calling a constructor manually. (#5856)
+- Drag and Drop: Apply default behavior of drag source not reporting itself as hovered
+ at lower-level, so DragXXX, SliderXXX, InputXXX, Plot widgets are fulfilling it.
+ (Behavior doesn't apply when ImGuiDragDropFlags_SourceNoDisableHover is set).
+- Modals: In the case of nested modal, made sure that focused or appearing windows are
+ moved below the lowest blocking modal (rather than the highest one). (#4317)
+- GetKeyName(): Fixed assert with ImGuiMod_XXX values when IMGUI_DISABLE_OBSOLETE_KEYIO is set.
+- Debug Tools: Added 'io.ConfigDebugIniSettings' option to save .ini data with extra
+ comments. Currently mainly for inspecting Docking .ini data, but makes saving slower.
+- Demo: Added more developed "Widgets->Tooltips" section. (#1485)
+- Backends: OpenGL3: Fixed support for glBindSampler() backup/restore on ES3. (#6375, #6508) [@jsm174]
+- Backends: OpenGL3: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts
+ lower than 3.2. (#6539, #6333) [@krumelmonster]
+- Backends: Vulkan: Added optional support for VK_KHR_dynamic_rendering (Vulkan 1.3+) in the
+ backend for applications using it. User needs to set 'init_info->UseDynamicRendering = true'
+ and 'init_info->ColorAttachmentFormat'. RenderPass becomes unused. (#5446, #5037) [@spnda, @cmarcelo]
+- Backends: GLFW: Accept glfwGetTime() not returning a monotonically increasing value.
+ This seems to happens on some Windows setup when peripherals disconnect, and is likely
+ to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491)
+- Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples
+ and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.6 (Released 2023-05-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.6
+
+Breaking changes:
+
+- Clipper: Commented out obsolete redirection constructor which was marked obsolete in 1.79:
+ 'ImGuiListClipper(int items_count, float items_height)' --> Use 'ImGuiListClipper() + clipper.Begin()'.
+- Clipper: Renamed ForceDisplayRangeByIndices() to IncludeRangeByIndices(), kept
+ inline redirection function (introduced in 1.86 and rarely used). (#6424, #3841)
+- 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.
+- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
+ in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
+- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
+ It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
+
+Other changes:
+
+- Window: Fixed resizing from upper border when io.ConfigWindowsMoveFromTitleBarOnly is set. (#6390)
+- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
+ showing when a sorting column has no visible name. (#6342) [@lukaasm]
+- Tables: Fixed command merging when compiling with VS2013 (one array on stack was not
+ initialized on VS2013. Unsure if due to a bug or UB/standard conformance). (#6377)
+- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
+ (#6341) [@lukaasm]
+- Drag, Sliders: if the format string doesn't contain any %, CTRL+Click to input text will
+ use the default format specifier for the type. Allow display/input of raw value when using
+ "enums" patterns (display label instead of value) + allow using when value is hidden. (#6405)
+- Nav: Record/restore preferred position on each given axis after a movement on that axis,
+ then score movement on the other axis using this as a bias. This allows going up and down
+ between e.g. a large header spanning horizontal space and three-ways-columns, landing
+ on the same column as before.
+- Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits,
+ unclipped bounding boxes would interfere with other columns. (#2221) [@zzzyap, @ocornut]
+- Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags
+ erroneously initializing default nav layer to menu layer.
+- Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow
+ opening another via simple hovering. (#3496, #4797)
+- Fonts: Fixed crash when merging fonts and the first font has no valid glyph. (#6446) [@JaedanC]
+- Fonts: Fixed crash when manually specifying an EllipsisChar that doesn't exist. (#6480)
+- Misc: Added ImVec2 unary minus operator. (#6368) [@Koostosh]
+- Debug Tools: Debug Log: Fixed not parsing 0xXXXXXXXX values for geo-locating on mouse
+ hover hover when the identifier is at the end of the line. (#5855)
+- Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option to disable 'io.AddFocusEvent(false)'
+ handling. May facilitate interactions with a debugger when focus loss leads to clearing
+ inputs data. (#4388, #4921)
+- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
+ Potentially this would facilitate switching runtime backend mid-session.
+- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
+ Win32/Winapi with OpenGL. (#3218)
+- Backends: OpenGL3: Restore front and back polygon mode separately when supported
+ by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
+- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
+- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
+- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
+- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
+ provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
+- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
+- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
+ as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
+- Examples: Added SDL3+SDL_Renderer example. (#6286)
+- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.5 (Released 2023-04-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.5
+
+Other changes:
+
+- InputText: Reworked prev/next-word behavior to more closely match Visual Studio
+ text editor. Include '.' as a delimiter and alter varying subtle behavior with how
+ blanks and separators are treated when skipping words. (#6067) [@ajweeks]
+- InputText: Fixed a tricky edge case, ensuring value is always written back on the
+ frame where IsItemDeactivated() returns true, in order to allow usage without user
+ retaining underlying data. While we don't really want to encourage user not retaining
+ underlying data, in the absence of a "late commit" behavior/flag we understand it may
+ be desirable to take advantage of this trick. (#4714)
+- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
+ in the format string. (#6259) [@idbrii]
+- Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier so
+ it doesn't interfere with other code when remapping those actions. (#4828, #3255, #5641)
+- Nav: Made PageUp/PageDown/Home/End navigation also scroll parent windows when
+ necessary to make the target location fully visible (same as e.g. arrow keys).
+- ColorEdit: Fixed shading of S/V triangle in Hue Wheel mode. (#5200, #6254) [@jamesthomasgriffin]
+- TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with
+ horizontal mouse-wheel (or Shift + WheelY). (#2702)
+- Rendering: Using adaptive tessellation for RadioButton, ColorEdit preview circles,
+ Windows Close and Collapse Buttons.
+- ButtonBehavior: Fixed an edge case where changing widget type/behavior while active
+ and using same id could lead to an assert. (#6304)
+- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
+ compiler. (#6272) [@BayesBug]
+- IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
+ This fixes single-tapping to move simulated mouse and immediately click on a widget
+ that is using the ImGuiButtonFlags_AllowItemOverlap policy.
+ - This only works if the backend can distinguish TouchScreen vs Mouse.
+ See 'Demo->Tools->Metrics->Inputs->Mouse Source' to verify.
+ - Fixed tapping on BeginTabItem() on a touch-screen. (#2702)
+ - Fixed tapping on CollapsingHeader() with a close button on a touch-screen.
+ - Fixed tapping on TreeNode() using ImGuiTreeNodeFlags_AllowItemOverlap on a touch-screen.
+ - Fixed tapping on Selectable() using ImGuiSelectableFlags_AllowItemOverlap on a touch-screen.
+ - Fixed tapping on TableHeader() on a touch-screen.
+- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to
+ specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693)
+- IO: Fixed support for calling io.AddXXXX functions from inactive context (wrongly
+ advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
+- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to
+ running the rendering function. (#6267, #6220, #6224) [@BrunoLevy]
+- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen.
+ This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702)
+- Backends: SDL2/SDL3: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they actually
+ block text input input and don't only pertain to IME. It's unclear exactly what their relation
+ is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953)
+- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
+ Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
+- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
+ (#6315) [@PathogenDavid]
+- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
+ (#6314) [@PathogenDavid]
+- Backends: WebGPU: Align buffers. Use WGSL shaders instead of SPIR-V. Add gamma uniform. (#6188) [@eliemichel]
+- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
+- Examples: Vulkan: Fixed validation errors with newer VulkanSDK by explicitly querying and enabling
+ "VK_KHR_get_physical_device_properties2", "VK_KHR_portability_enumeration", and
+ VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR. (#6109, #6172, #6101)
+- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
+ now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
+- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)
+- TestSuite: Added variety of new regression tests and improved/amended existing ones
+ in imgui_test_engine/ repo. [@PathogenDavid, @ocornut]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.4 (Released 2023-03-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.4
+
+Breaking Changes:
+
+- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop().
+ Kept inline redirection functions (will obsolete).
+- Moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
+ Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
+ it has been frequently requested by people to use our own. We had an opt-in define which was
+ previously fulfilled by imgui_internal.h. It is now fulfilled by imgui.h. (#6164, #6137, #5966, #2832)
+ OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
+ Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
+ Added a dedicated compile-time check message to help diagnose this.
+- Tooltips: Added 'bool' return value to BeginTooltip() for API consistency.
+ Please only submit contents and call EndTooltip() if BeginTooltip() returns true.
+ In reality the function will _currently_ always return true, but further changes down the
+ line may change this, best to clarify API sooner. Updated demo code accordingly.
+- Commented out redirecting enums/functions names that were marked obsolete two years ago:
+ - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
+ - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
+ - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
+ - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
+
+Other changes:
+
+- Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set.
+ (#3092, #5759, #787)
+ While this was generally desired and requested by many, note that its addition means
+ that some types of UI may become more fastidious to use TAB key with, if the navigation
+ cursor cycles through too many items. You can mark items items as not tab-spottable:
+ - Public API: PushTabStop(false) / PopTabStop()
+ - Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+ - Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets.
+- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not
+ tab-stoppable. (#3092, #5759, #787)
+- Nav: Made Enter key submit the same type of Activation event as Space key,
+ allowing to press buttons with Enter. (#5606)
+ (Enter emulates a "prefer text input" activation vs.
+ Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
+- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and
+ frame time > repeat rate. Triggering a new move request on the same frame as a move
+ result lead to an incorrect calculation and loss of navigation id. (#6171)
+- Nav: Fixed SetItemDefaultFocus() from not scrolling when item is partially visible.
+ (#2814, #2812) [@DomGries]
+- Tables: Fixed an issue where user's Y cursor movement within a hidden column would
+ have side-effects.
+- IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199)
+- InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab
+ for completion or text data is active (regression from 1.89).
+- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
+ before and can accept the same data type. (#6183).
+- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
+ avoid interferences. (#5817, #6183) [@DimaKoltun]
+- Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop
+ options to simulate Begin/BeginChild returning false to facilitate debugging user behavior.
+- Demo: Updated to test return value of BeginTooltip().
+- Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. If an active
+ program was pending deletion, attempting to restore it would error. (#6220, #6224) [@Cyphall]
+- Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over
+ non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+- Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically
+ increasing value. (#6189, #6114, #3644) [@adamkewley]
+- Backends: GLFW: Avoid using glfwGetError() and glfwGetGamepadState() on Emscripten, which
+ recently updated its GLFW emulation layer to GLFW 3.3 without supporting those. (#6240)
+- Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel]
+- Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard
+ and ImGuiConfigFlags_NavEnableGamepad by default. (#787)
+- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.3 (Released 2023-02-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.3
+
+Breaking Changes:
+
+- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2".
+ This is in prevision for the future release of SDL3 and its associated backend. (#6146)
+ - imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp
+ - imgui_impl_sdl.h -> imgui_impl_sdl2.h
+ - example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects)
+
+Other changes:
+
+- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut]
+ - Added to style: float SeparatorTextBorderSize.
+ - Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding.
+- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
+ The previous limit was due to using 64-bit integers but we moved to bits-array
+ and tweaked the system enough to ensure no performance loss.
+- Tables: Solved an ID conflict issue with multiple-instances of a same table,
+ due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
+- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
+ across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
+ - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
+ Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
+ - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
+ - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
+ (whereas on OSX machines Shift+WheelY turns into WheelX at the OS level).
+ - If you use a custom backend, you should verify horizontal wheel direction.
+ - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
+ - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
+ - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
+ - Known issues remaining with Emscripten:
+ - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
+ - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
+ This is because we don't know that we are running on Mac and apply our own Shift+swapping
+ on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
+ to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
+ let us know!), or offer the "OSX-style behavior" option to their user.
+- Window: Avoid rendering shapes for hidden resize grips.
+- Text: Fixed layouting of wrapped-text block skipping successive empty lines,
+ regression from the fix in 1.89.2. (#5720, #5919)
+- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font
+ is scaled. Scaling wasn't taken into account, leading to ellipsis character straying
+ slightly out of its expected boundaries. (#2775)
+- Text: Tweaked rendering of three-dots "..." ellipsis variant. (#2775, #4269)
+- InputText: Added support for Ctrl+Delete to delete up to end-of-word. (#6067) [@ajweeks]
+ (Not adding Super+Delete to delete to up to end-of-line on OSX, as OSX doesn't have it)
+- InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip).
+- Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) [@imkcy9]
+- ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with
+ the displayed value (but not stored value) of others widgets instances. (#6155)
+- PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets.
+- Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130)
+- Fonts: Assert that in each GlyphRanges[] pairs first is <= second.
+- ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when
+ color alpha is zero.
+- Misc: Most text functions treat "%s" as a shortcut to no-formatting. (#3466)
+- Misc: Tolerate zero delta-time under Emscripten as backends are imprecise in their
+ values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true"
+ can exacerbate that. (#6114, #3644)
+- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
+ hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and
+ offer consistent horizontal scrolling direction. (#4019)
+- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and
+ offer consistent horizontal scrolling direction. (#4019)
+- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
+- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
+ for smooth scrolling as reported by SDL. (#4019, #6096)
+- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
+ is surprisingly costly on Mac with latest SDL (already fixed in SDL latest trunk). (#6113)
+- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput().
+ It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")'
+ prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953)
+- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut]
+ SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before
+ release. This backend is provided as a convenience for early adopters etc. We don't recommend
+ switching to SDL3 before it is released.
+- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
+ scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
+- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
+ to chain callbacks even for secondary viewports/windows. User callbacks may need to test
+ the 'window' parameter. (#6142)
+- Backends: OpenGL3: Fixed GL loader compatibility with 2.x profiles. (#6154, #4445, #3530) [@grauw]
+- Backends: WebGPU: Fixed building for latest WebGPU specs (remove implicit layout generation).
+ (#6117, #4116, #3632) [@tonygrue, @bfierz]
+- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
+ (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
+ The dedicated example_emscripten_opengl3/ has been removed.
+- Examples: Added SDL3+GL experimental example. (#6146)
+- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
+ DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
+ when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
+- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
+ Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.2 (Released 2023-01-05)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.2
+
+All changes:
+
+- Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and
+ frozen columns. Windows now have a better understanding of outer/inner decoration sizes,
+ which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692)
+- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
+- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
+- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only
+ some instances have a vertical scrollbar and not all. (#5920)
+- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
+ zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
+ debugging, Allegro). (#4857, #5937)
+- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
+ compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
+ easier for bindings generators to process that value. (#5923, #456)
+- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
+ and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
+ We now select a primary axis based on recent events, and select a target window based on it.
+ We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
+- InputText: fixed cursor navigation when pressing Up Arrow on the last character of a
+ multiline buffer which doesn't end with a carriage return. (#6000)
+- Text: fixed layouting of wrapped-text block when the last source line is above the
+ clipping region. Regression added in 1.89. (#5720, #5919)
+- Misc: added GetItemID() in public API. It is not often expected that you would use this,
+ but it is useful for Shortcut() and upcoming owner-aware input functions which wants to
+ be implemented with public API.
+- Fonts: imgui_freetype: fixed a packing issue which in some occurrences would prevent large
+ amount of glyphs from being packed correctly. (#5788, #5829)
+- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
+ applications using multiple font atlases.
+- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
+- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
+- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
+ with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka]
+- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent]
+- Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562)
+- Backends: GLFW: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), which
+ could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW,
+ turns out they are faulty in this specific situation. (#6034)
+- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo]
+- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
+ an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.1 (Released 2022-11-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.1
+
+Other changes:
+
+- Scrolling, Focus: fixed SetKeyboardFocusHere()/SetItemDefaultFocus() during a window-appearing
+ frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902)
+- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code
+ from accessing keys. (#5888, #4921, #456)
+- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456)
+- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position
+ inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911)
+- Combo: fixed selected item (marked with SetItemDefaultFocus()) from not being centered when
+ the combo window initially appears. (#5902).
+- ColorEdit: fixed label overlapping when using style.ColorButtonPosition == ImGuiDir_Left to
+ move the color button on the left side (regression introduced in 1.88 WIP 2022/02/28). (#5912)
+- Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value if a drag source is
+ active but a payload hasn't been submitted yet. This is convenient to detect new payload
+ from within a drag source handler. (#5910, #143)
+- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
+- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89 (Released 2022-11-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89
+
+Breaking changes:
+
+- Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
+ This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
+ - Previously this would make the window content size ~200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - Instead, please submit an item:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ - Alternative:
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ Content size is now only extended when submitting an item.
+ With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
+ Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
+ (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150,
+ threads have been amended to refer to this issue).
+- Inputs: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
+ This will require uses of legacy backend-dependent indices to be casted, e.g.
+ - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
+ - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
+ - etc. however if you are upgrading code you might as well use the backend-agnostic IsKeyPressed(ImGuiKey_A) now.
+- Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456)
+ - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
+ - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
+ - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
+ - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
+ Kept inline redirection enums (will obsolete).
+ This change simplifies a few things, reduces confusion, and will facilitate upcoming
+ shortcut/input ownership apis.
+ - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
+ - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api,
+ only by third-party extensions. They were however subject to a recent rename
+ (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out
+ the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion
+ and because they were not meant to be used anyway.
+- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs.
+ Basically 1.87 already obsoleted them from the backend's point of view, but internally
+ our navigation code still used this array and enum, so they were still present.
+ Not anymore! (#4921, #4858, #787, #1599, #323)
+ Transition guide:
+ - Official backends from 1.87+ -> no issue.
+ - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
+ - Custom backends not writing to io.NavInputs[] -> no issue.
+ - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
+ - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
+ The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named
+ semantic, but the additional indirection and copy added complexity and got in the way of other
+ incoming work. User's code (other than backends) should not be affected, unless you have custom
+ widgets intercepting navigation events via the named enums (in which case you can upgrade your code).
+- DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings.
+ This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
+- Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390)
+ - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
+ - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
+ - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
+ - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
+ - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
+ - As always we are keeping a redirection function available (will obsolete later).
+- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057)
+ Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
+ If you used TreePush() replace with TreePush((void*)NULL);
+- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
+ They only made sense before we could use IMGUI_USER_CONFIG.
+
+Other Changes:
+
+- Popups & Modals: fixed nested Begin() inside a popup being erroneously input-inhibited.
+ While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally
+ useful to achieve certain things (e.g. to implement suggestion popups #718, #4461).
+- Inputs: Standard widgets now claim for key/button ownership and test for them.
+ - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down
+ (e.g. double click) closes, and behind it is another window with an item reacting
+ on mouse up. Previously this would lead to both items reacting, now the item in the
+ window behind won't react on the mouse up since the mouse button ownership has already
+ been claimed earlier.
+ - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs
+ to allow handling input/shorting routing and key ownership. Things will be moved into
+ public APIs over time. For now this release is a way to test the solidity of underlying
+ systems while letting early adopters adopters toy with internals.
+ (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
+- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
+ whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604)
+- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
+ events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
+- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling
+ delay in some situations where e.g. windows need to be synched. (#1526)
+- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
+ Enter keep the input active and select all text.
+- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
+ by converting them to half-width (U+0021..U+007E).
+- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears
+ text if any, second press deactivate the InputText(). (#5688, #2620)
+- InputText: added support for shift+click style selection. (#5619) [@procedural]
+- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag.
+- InputText: fixed minor one-frame selection glitch when reverting with Escape.
+- ColorEdit3: fixed id collision leading to an assertion. (#5707)
+- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags,
+ allowing to introduce a shared delay for tooltip idioms. The delays are respectively
+ io.HoverDelayNormal (default to 0.30f) and io.HoverDelayShort (default to 0.10f). (#1485)
+- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items,
+ so moving from one item to a nearby one will requires delay to elapse again. (#1485)
+- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns
+ output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957)
+- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the
+ next row in such state where subsequent SameLine() would move back to previous row.
+- Tabs: Fixed a crash when closing multiple windows (possible with docking only) with an
+ appended TabItemButton(). (#5515, #3291) [@rokups]
+- Tabs: Fixed shrinking policy leading to infinite loops when fed unrounded tab widths. (#5652)
+- Tabs: Fixed shrinking policy sometimes erroneously making right-most tabs stray a little out
+ bar boundaries (bug in 1.88). (#5652).
+- Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572)
+- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups]
+- Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame.
+- Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843)
+- Window: Fixed position not being clamped while auto-resizing (fixes appearing windows without
+ .ini data from moving for a frame when using io.ConfigWindowsMoveFromTitleBarOnly). (#5843)
+- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
+- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
+ can apply to mouse data as well. (#4921)
+- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
+- IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921)
+- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
+ Among other things, it would accidentally break part of the closing heuristic logic when moving
+ towards a sub-menu. (#2517, #5614). [@rokups]
+- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing
+ the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
+- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775)
+- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from
+ a window which is neither a popup neither a menu used to incorrectly close and reopen the menu
+ (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775)
+- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item
+ in parent window when the parent is not a popup. (#5730)
+- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
+- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
+ BeginMenu() call with same names). (#1207)
+- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu()
+ returning false.
+- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
+- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
+- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
+- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region,
+ which would result in an abnormal number of vertices created (was slower and more likely to
+ asserts with 16-bits ImDrawVtx). (#5720)
+- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg]
+- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811)
+ - Note: now using a temporary buffer stored in ImDrawListSharedData.
+ This change made it more visible than you cannot append to multiple ImDrawList from multiple
+ threads if they share the same ImDrawListSharedData. Previously it was a little more likely
+ for this to "accidentally" work, but was already incorrect. (#6167)
+- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
+ (#2589, #5535, #5264, #4972)
+- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651)
+- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
+- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855)
+- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging. (#5855)
+- Debug Tools: Metrics: Visually locate items when hovering a 0xXXXXXXXX value (in most places).
+- Debug Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier
+ to use the Item Picker in e.g. menus. (#2673)
+- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
+- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
+- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
+- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
+- Examples: Added all SDL examples to default VS solution.
+- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725)
+- Examples: Android: Enable .ini file loading/saving into application internal data folder. (#5836) [@rewtio]
+- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
+- Backends: GLFW: Add glfwGetError() call on GLFW 3.3 to inhibit missing mouse cursor errors. (#5785) [@mitchellh]
+- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
+ (e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
+- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
+ registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
+- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas]
+- Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) [@maezawa-akira]
+- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
+- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported,
+ and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes).
+ (#4468, #4504, #3381, #2981, #4825, #4832, #5127).
+- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
+- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
+- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
+- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
+- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.88 (Released 2022-06-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.88
+
+Breaking changes:
+
+- Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness.
+ Kept support for old define (will obsolete).
+- Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse()
+ and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading.
+ Kept inline redirection functions (will obsolete).
+- Renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete).
+ (This was never used in public API functions but technically present in imgui.h and ImGuiIO).
+- Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend
+ automatically handling event capture. Examples that are using the OSX backend have removed
+ all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well.
+ [@stuartcarnie] (#4821)
+- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID()
+ call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181)
+
+Other Changes:
+
+- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
+ - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
+ - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
+ - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
+- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
+ when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
+ In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
+ typically have been impacted, as well as holding a key while dragging mouse. Constraints have
+ been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
+ Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
+ technically dynamically change its setting based on the context (e.g. disable only when hovering
+ or interacting with a game/3D view).
+- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while
+ a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
+- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters
+ events (default to true). Useful if you have native dialog boxes that are interrupting your
+ application loop/refresh, and you want to disable events being queued while your app is frozen.
+- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
+ with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
+ when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
+- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
+ clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
+- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line
+ height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would
+ emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA).
+- Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328)
+- Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133)
+- Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133)
+- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
+- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
+- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
+- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
+- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
+ and simultaneous changing window focus. (#4449)
+- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
+- Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups]
+- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
+ return value is overridden by focus when gamepad/keyboard navigation is active.
+- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
+ trickled with the new input queue (happened on some backends only). (#2467, #1336)
+- InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion
+ would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008)
+- InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947)
+- InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback.
+ (#4947, #4949] [@JoshuaWebb]
+- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized
+ instance of a same table ID, when instances have a different height. (#3955).
+- Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276)
+- Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH)
+ merging draw-call of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups]
+- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
+- ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label.
+- Tabs: BeginTabItem() now reacts to SetNextItemWidth(). (#5262)
+- Tabs: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their
+ initial width more precisely (without the occasional +1 worth of width).
+- Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window
+ always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root
+ level of a popup with a child menu opened.
+- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted
+ from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
+- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f.
+- Stack Tool: Added option to copy item path to clipboard. (#4631)
+- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5]
+- Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty.
+- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd]
+- DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion]
+- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491)
+- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd]
+- Debug Tools: Debug Log: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events
+ (focus, popup, active id changes) helping to diagnose issues.
+- Debug Tools: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about
+ whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut]
+- Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard().
+- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function.
+- Metrics: Added "InputText" section to visualize internal state (#4947, #4949).
+- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt())
+ from causing an assertion when closing the group. (#5181).
+- Misc: Fixed IsAnyItemHovered() returning false when using navigation.
+- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844)
+- Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu]
+- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan]
+- Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075)
+- Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075)
+- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
+- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
+- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
+- Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254)
+- Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being
+ reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups]
+- Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard]
+- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups]
+- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
+- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup]
+- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
+- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with
+ multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
+- Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm]
+- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and
+ Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel
+ with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other
+ GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based
+ on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers.
+ Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on
+ application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127).
+- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING
+ and vertex attribute states. [@rokups]
+- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
+- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.87 (Released 2022-02-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.87
+
+Breaking Changes:
+
+- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
+- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
+ - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions,
+ obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
+ - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
+ - For all calls to IO new functions, the Dear ImGui context should be bound/current.
+- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
+ - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
+ - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
+ obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
+ - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
+ - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
+ - Added GetKeyName() helper function.
+ - Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value.
+ - All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key':
+ - IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount().
+ - Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling.
+ - Backward compatibility:
+ - All backends updated to use new functions.
+ - Old backends populating those arrays should still work!
+ - Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while)
+ - Those legacy arrays will only be disabled if '#define IMGUI_DISABLE_OBSOLETE_KEYIO' is set in your imconfig.
+ In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO,
+ so this will be moved into the regular obsolescence path.
+ - BREAKING: If your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A")
+ this is a use case that will now assert and be breaking for your old backend.
+ - Transition guide:
+ - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
+ - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
+ - Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData()
+ - Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511,
+ so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
+ - This will enable a few things in the future:
+ - Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
+ to share code using keyboard across project because of this gap. (#2625, #3724)
+ - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
+ - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
+- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
+ - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
+ io.AddKeyEvent(), io.AddKeyAnalogEvent().
+ - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
+- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
+- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
+ This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
+ (Instead you may implement custom expression evaluators to provide a better version of this).
+- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
+ using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
+- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call
+ SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy]
+- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
+ - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
+ - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
+ - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
+ - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
+ - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support.
+ Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority
+ of user code, this should only affect a very small fraction for users who are already very IME-aware.
+- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling
+ better support for IME. Updated backends accordingly. Because the old field is set by existing backends,
+ we are keeping it (marked as obsolete).
+
+Other Changes:
+
+- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
+ Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
+ handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
+ - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
+ - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
+- IO: Unified key enums allow using key functions on key mods and gamepad values.
+- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
+- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
+ which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
+- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
+- Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
+- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in
+ last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
+- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
+- Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365)
+- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917)
+- Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd]
+- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API,
+ now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
+- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw.
+- Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168]
+- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
+- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
+- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
+ We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of
+ other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
+- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
+- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
+- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
+- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
+ callbacks after iniitializing backend. (#4981)
+- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
+- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
+- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
+- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
+- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
+- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
+- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
+- Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
+- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
+- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
+ It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
+- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
+- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
+ Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
+ can theoretically be created by user code manipulating a ImDrawList. (#4857)
+- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
+- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
+- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
+ wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.86 (Released 2021-12-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.86
+
+Breaking Changes:
+
+- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges.
+ Please open an issue if you think you really need this function. (#3841)
+- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie]
+- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375)
+ Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
+
+Other Changes:
+
+- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window
+ instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases,
+ but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008,
+ #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.com/faq
+- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
+ (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
+ but it allows testing for triple clicks and more).
+- Modals: fixed issue hovering popups inside a child windows inside a modal. (#4676, #4527)
+- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups]
+ - appearing windows created from within the begin stack of a popup/modal will no longer close it.
+ - appearing windows created not within the begin stack of a modal will no longer close the modal,
+ and automatically appear behind it.
+- Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676)
+- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
+ configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
+ Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
+- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
+- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
+- Nav: fixed resizing window from borders setting navigation to Menu layer.
+- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request.
+- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
+- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
+ Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
+ already at edge) reactivates the navigation highlight.
+- Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797)
+- Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn]
+- Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797)
+- Menus: fixed sub-menu items inside a popups from closing the popup.
+- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
+- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
+- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
+- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
+ slightly from the one used by CTRL+arrows. (#2244)
+- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
+- InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark]
+- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794)
+- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794)
+- Separator: fixed cover all columns while called inside a table. (#4787)
+- Clipper: currently focused item is automatically included in clipper range.
+ Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
+ still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
+- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
+ during a clipping operation. (#3841) [@GamingMinds-DanielC]
+- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
+ by the clipper to display. (#3841)
+- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper.
+ (an additional ItemSpacing.y was declared, affecting scrollbar range).
+- Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges.
+ Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962).
+- Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
+- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose
+ tooltip when scrolling. (#143)
+- Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX
+ without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato]
+- Metrics: Added a node showing windows in submission order and showing the Begin() stack.
+- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
+ io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
+- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
+- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
+- CI: Add MinGW DLL build to test suite. [@rokups]
+- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
+ likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
+ vkCmdSetScissor() explicitly every frame. (#4644)
+- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports
+ with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo]
+- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field.
+ This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before.
+ The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790)
+- Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd]
+- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
+- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
+ enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
+- Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour]
+- Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g.
+ ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll
+ cancel event. (#4759, #4253, #1873) [@stuartcarnie]
+- Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie]
+- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
+ wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
+ in-flux specs says. (#4766) [@meshula]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.85 (Released 2021-10-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.85
+
+This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537)
+We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3).
+We may use some C++11 language features but we will not use any C++ library headers.
+If you are stuck on ancient compiler you may need to stay at this version onward.
+
+Breaking Changes:
+
+- Removed GetWindowContentRegionWidth() function. Kept inline redirection helper.
+ Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
+ very useful in practice, and the only use of it in the demo was illfit.
+ Using 'GetContentRegionAvail().x' is generally a better choice.
+
+Other Changes:
+
+- Debug: Stack Tool: Added "Stack Tool" available in "Demo->Tools->Stack Tool", "Metrics->Tools",
+ or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display
+ details about individual components that were hashed to create an ID. It helps understanding
+ the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups]
+- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
+- IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups
+ from the tested windows when combined with _ChildWindows.
+- IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups
+ from the tested windows when combined with _ChildWindows.
+- InputTextMultiline: Fixed label size not being included into window contents rect unless
+ the whole widget is clipped.
+- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
+- InputText: Fixed selection rectangle appearing one frame late when selecting all.
+- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
+ to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
+- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
+- Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll
+ toward the item. When called during a frame where the parent window is appearing, scrolling will
+ aim to center the item in the window. When calling during a frame where the parent window is already
+ visible, scrolling will aim to scroll as little as possible to make the item visible. We will later
+ expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352)
+- Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if
+ submitted items have changed during that frame. (#432)
+- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when
+ the ImGuiConfigFlags_NavEnableSetMousePos config flag is set.
+- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when
+ activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(),
+ the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
+ ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
+ the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
+- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
+ is disabled. (#4547, #4439) [@PathogenDavid]
+- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window.
+- Nav: Improve scrolling behavior when navigating to an item larger than view.
+- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
+ the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement.
+ The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
+ (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash.
+ You may replace it with anything else.
+- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
+- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
+- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform
+ RGB<>HSV round trips every frames. [@rokups]
+- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges
+ of the SV square (previously picked 0.999989986f). (#3517) [@rokups]
+- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538)
+- Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to
+ accommodate for varying font size and dpi.
+- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
+- Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640)
+- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
+- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
+- Misc: Added asserts for missing PopItemFlag() calls.
+- Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw]
+- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480)
+ This allows apps to receive the click on void when that click is used to close popup (by default,
+ clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
+- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL
+ (which apparently happens with Freetype 2.11). (#4394, #4145?).
+- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
+- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
+- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
+- Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz]
+- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
+- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
+ a direct unclipped PushClipRect() call. (#4464)
+- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
+- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
+- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.2 (Released 2021-08-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.2
+
+- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
+- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
+ floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.1 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.1
+
+- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84
+
+Breaking Changes:
+
+- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
+ - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
+ - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
+- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
+- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
+- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks
+ and forward them to the backend:
+ - Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
+ - Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
+- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
+ Kept inline redirection function (will obsolete).
+- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
+ receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445)
+ This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
+ It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
+- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
+ not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
+ return value of ButtonBehavior() rather than (HoveredId == id).
+
+Other Changes:
+
+- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd]
+ If you use a custom backend, consider adding support for this!
+- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211)
+ - Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211)
+ - Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters
+ visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently.
+ - Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups]
+ - Disabled items more consistently release ActiveId if the active item got disabled. (#211)
+ - Nav: Fixed disabled items from being candidate for default focus. (#211, #787)
+ - Fixed Selectable() selection not showing when disabled. (#211)
+ - Fixed IsItemHovered() returning true on disabled item when navigated to. (#211)
+ - Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211)
+- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it
+ is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
+ Added extra comments to clarify the purpose of this flag in the context of docked windows.
+- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935)
+- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag,
+ because it manipulates the user-accessible show/hide state. (#3935)
+- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column.
+ Convenient for some small columns. Name will still appear in context menu. (#4206).
+- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
+- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
+- Tabs: Fixed using more than 32 KB-worth of tab names. (#4176)
+- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
+- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
+- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
+- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
+- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
+- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211)
+- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
+- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
+- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
+- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
+- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
+- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
+- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
+- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
+- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
+ Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
+- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
+ Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
+ implying that the file is required.
+- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
+- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
+ data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
+ backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
+ instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across
+ multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
+- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191)
+ - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
+ - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
+- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
+ '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
+- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
+- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd]
+ This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now
+ reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
+- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
+- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+ (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
+ need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
+- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+ (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
+- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
+- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
+ about building on 32-bit systems. (#4225) [@kingofthebongo2008]
+- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
+ Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
+ initialize the same loader as the backend. [@rokups]
+ Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
+- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
+- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
+- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
+- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
+- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
+- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
+- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
+- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
+- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
+ Other OSX examples were not affected. (#4253, #1873) [@rokups]
+- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
+- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.83 (Released 2021-05-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.83
+
+Breaking Changes:
+
+- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
+ - If you are using official backends from the source tree: you have nothing to do.
+ - If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+ Why are we doing this?
+ - This change will be required in the future when adding support for incremental texture atlas updates.
+ - Please note this won't break soon, but we are making the change ahead of time.
+
+Other Changes:
+
+- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
+- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
+- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
+- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
+- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787)
+- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787)
+- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370)
+- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787)
+- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
+- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the
+ menu layer of target window if it doesn't have other active layers.
+- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
+- Tables: Better preserve widths when columns count changes. (#4046)
+- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
+- Tabs: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
+ frame and then immediately standing still (would only affect automation/bots). [@rokups]
+- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende]
+- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
+ consistent with the compile-time default. (#3922)
+- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
+- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
+- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038)
+ (fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut]
+- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
+- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
+- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
+ is used. (#4155, #4156) [@michael-swan]
+- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
+- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
+- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id.
+ Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167)
+- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
+- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
+- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
+ (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
+- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
+- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
+ Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
+ par with original version. Now incorporating the correct revert.
+- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
+- Demo: Improved popups demo and comments.
+- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
+- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly,
+ effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
+- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
+ [@1025798851]
+- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
+- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
+ workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857)
+- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual
+ non-default states. (#4063)
+- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
+ entering the rendering function. (#4045) [@Nemirtingas]
+- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
+- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
+ VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
+- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
+- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
+- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
+- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
+- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
+- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
+- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
+- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
+- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.82 (Released 2021-02-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.82
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+ - ImGui::SetScrollHere() --> use ImGui::SetScrollHereY()
+- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags".
+ - bool closed = false --> use ImDrawFlags_None, or 0
+ - bool closed = true --> use ImDrawFlags_Closed
+ The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+ Difference may not be noticeable for most but zealous type-checking tools may report a need to change.
+- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+ - ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft
+ - ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight
+ - ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc.
+ Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+ IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+ - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
+ - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
+ - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
+ - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)!
+ - this ONLY matters for hardcoded use of 0 with rounding > 0.0f.
+ - fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f!
+ - this is technically the only real breaking change which we can't solve automatically (it's also uncommon).
+ The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners"
+ and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0
+ or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+ Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
+- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
+ of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
+- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
+ incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
+- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
+- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
+ to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
+- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly
+ disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their
+ imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
+ *EDIT* Undid in 1.84.
+- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
+
+Other Changes:
+
+- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
+- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
+ area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
+- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
+ when it appears while gamepad/keyboard are not being used. (#787)
+- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
+ with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
+- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after
+ format specifier (e.g. using "%f123" as a format string). [@rokups]
+- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
+ would cause incorrect value to be displayed. (#3604) [@rokups]
+- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
+- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
+- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
+ either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
+ This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
+- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
+ has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
+- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
+ This can currently only ever be set by the Freetype renderer.
+- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
+ This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
+- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
+ The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
+ quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
+- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
+ in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
+- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
+ with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
+- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
+- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
+ scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
+- Backends: Android: Added native Android backend. (#3446) [@duddel]
+- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
+ alpha compositing and transparent windows. (#2766, #3447 etc.).
+- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
+ preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
+ accross all backends), facilitating compositing of the output buffer with another buffer.
+ (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
+- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
+- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
+- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
+- Examples: Reworked setup of clear color to be compatible with transparent values.
+- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
+ scheduled builds builds are not required. [@rokups]
+- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.81 (Released 2021-02-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.81
+
+Breaking Changes:
+
+- ListBox helpers:
+ - Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox().
+ - Renamed ListBoxFooter() to EndListBox().
+ - Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size.
+ In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not.
+ - Kept inline redirection function for all threes (will obsolete).
+- imgui_freetype:
+ - Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function.
+ Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too.
+ - The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+ - Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+ - Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+
+Other Changes:
+
+- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
+ - In 'master' branch or without multi-viewports feature enabled:
+ - GetMainViewport()->Pos is always == (0,0)
+ - GetMainViewport()->Size is always == io.DisplaySize
+ - In 'docking' branch and with the multi-viewports feature enabled:
+ - GetMainViewport() will return information from your host Platform Window.
+ - In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
+ - For forward compatibility with multi-viewports/multi-monitors:
+ - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
+ - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
+ - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area):
+ - For a Platform Window, the work area is generally the full area minus space used by menu-bars.
+ - For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
+ - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
+ a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
+- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
+- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
+ close button in the window. (#3731)
+- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans]
+ Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max.
+- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779)
+- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781)
+- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781)
+- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse.
+- ListBox: Tweaked default height calculation.
+- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut]
+ - Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications
+ other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType.
+ - Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be
+ compiled in along with the FreeType one, otherwise it is enabled by default.
+- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR
+ tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly
+ as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal]
+- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping
+ to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776)
+ Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but
+ variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
+- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut]
+- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable.
+- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
+ Would lead to a buffer read overflow.
+- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
+- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
+- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch.
+- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789)
+- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
+- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with
+ old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
+- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]
+ User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
+- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
+- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
+- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
+ Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
+- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
+- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.80 (Released 2021-01-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.80
+
+Breaking Changes:
+
+- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
+- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
+- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
+ - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
+ - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
+ - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+ - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
+ - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
+- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
+ - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
+ - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
+ - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
+ - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
+ - ImGuiInputTextCallback -> use ImGuiTextEditCallback
+ - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
+- If you were still using the old names, while you are cleaning up, considering enabling
+ IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
+ and removing up old API calls, if any remaining.
+- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
+ confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
+- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
+ to other data structures. (#2636)
+
+Other Changes:
+
+- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
+ Check out 'Demo->Tables' for many demos.
+ Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
+ - Added 16 functions:
+ - BeginTable(), EndTable()
+ - TableNextRow(), TableNextColumn(), TableSetColumnIndex()
+ - TableSetupColumn(), TableSetupScrollFreeze()
+ - TableHeadersRow(), TableHeader()
+ - TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
+ - TableGetSortSpecs(), TableSetBgColor()
+ - Added 3 flags sets:
+ - ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
+ - ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
+ - ImGuiTableRowFlags (1 flag for: header row)
+ - Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
+ - Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
+ - Added 1 style variable: ImGuiStyleVar_CellPadding
+ - Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
+- Tabs: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
+- Tabs: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
+- Tabs: Do not display a tooltip if the name already fits over a given tab. (#3521)
+- Tabs: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
+- Tabs: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
+- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
+ or CollapsingHeader() while dragging. (#1738)
+- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
+ into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
+- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
+- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
+- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
+ where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
+- InputText: Fixed switching from single to multi-line while preserving same ID.
+- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
+- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
+- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
+ into text input with a simple mouse click-release (without moving). (#3737)
+- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
+ It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
+ feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
+- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
+- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
+- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
+ helpers. (#3127, #3664, #3665) [@aiekick]
+- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
+ kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
+ much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
+- Log/Capture: fix capture to work on clipped child windows.
+- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
+ (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
+ vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
+- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
+ Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
+ returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
+- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
+- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
+ lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
+ windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
+- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
+- Style: Reduced the size of the resizing grip, made alpha less prominent.
+- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
+- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
+- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
+ when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
+- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
+ compatibility with legacy code. (#3671)
+- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
+- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
+- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
+- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
+- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
+- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
+- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
+- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
+- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
+- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
+- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
+- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
+- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
+ [2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions]
+- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
+- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.79 (Released 2020-10-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.79
+
+Breaking Changes:
+
+- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
+ after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font.
+ It was also getting in the way of better font scaling, so let's get rid of it now!
+ If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
+ in which case the corresponding offset may be reported into GlyphOffset. (#1619)
+ If you scaled this value after calling AddFontDefault(), this is now done automatically.
+- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using
+ the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()!
+ Kept inline redirection function (will obsolete).
+ (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
+- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
+ For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
+- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it
+ is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
+ use IsWindowAppearing() after BeginPopup() for a similar result.
+
+Other Changes:
+
+- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
+- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
+- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
+- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
+ ContentSize is changing (issue introduced in 1.78). (#3452).
+- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
+- InputText: Added selection helpers in ImGuiInputTextCallbackData().
+- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
+ (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
+ underlying buffer while focus is active).
+- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428)
+ It is a rather unusual or useless combination of features but no reason it shouldn't work!
+- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
+- InputText: Fixed cursor being partially covered after using Ctrl+End key.
+- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
+- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
+ the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
+ Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon]
+- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
+ where v_min == v_max. (#3361)
+- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
+ with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
+- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers
+ with a "%s" format string. (#3466)
+- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and
+ stored value matches neither zero neither the full set.
+- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
+ so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
+- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
+ rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
+ and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
+ (This is also necessary to support full multi/range-select/drag and drop operations.)
+- Tabs: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
+- Tabs: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
+ at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
+ be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
+- Tabs: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
+- Tabs: Keep tab item close button visible while dragging a tab (independent of hovering state).
+- Tabs: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
+- Tabs: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
+ generate an unnecessary extra draw call.
+- Tabs: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
+ tabs reordered in the tab list popup. [@Xipiryon]
+- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
+ a fully clipped column. (#3475) [@szreder]
+- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
+ viewport on either or both axises. [@Rokups]
+- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
+ Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
+- 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
+ 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]
+- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
+ the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
+- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
+- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
+- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of
+ "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles]
+- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
+- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
+ on 32-bit systems. Added project to default Visual Studio solution file. (#301)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.78 (Released 2020-08-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.78
+
+Breaking Changes:
+
+- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
+ - DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN()
+ - SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN()
+ - VSliderFloat(), VSliderScalar()
+ Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags defaulting to 0 (as with all our flags).
+ Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected.
+ In short, when calling those functions:
+ - If you omitted the 'power' parameter (likely!), you are not affected.
+ - If you set the 'power' parameter to 1.0f (same as previous default value):
+ - Your compiler may warn on float>int conversion.
+ - Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined).
+ - You can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+ - If you set the 'power' parameter to >1.0f (to enable non-linear editing):
+ - Your compiler may warn on float>int conversion.
+ - Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description:
+ "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!".
+ - In case asserts are disabled, the code will not crash and enable the _Logarithmic flag.
+ - You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert
+ and get a _similar_ effect as previous uses of power >1.0f.
+ See https://github.com/ocornut/imgui/issues/3361 for all details.
+ For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+ Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar().
+ For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
+- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not
+ demoed nor documented much, will be replaced a more generic ReadOnly feature).
+
+Other Changes:
+
+- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window.
+ This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard
+ flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880)
+- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup)
+ from marking the window as moved.
+- Drag, Slider: Added ImGuiSliderFlags parameters.
+ - For float functions they replace the old trailing 'float power=1.0' parameter.
+ (See #3361 and the "Breaking Changes" block above for all details).
+ - Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing
+ (generally more precision around zero), as a replacement to the old 'float power' parameter
+ which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt]
+ - Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using
+ CTRL+Click to type in a value manually. (#1829, #3209, #946, #413).
+ [note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79].
+ - Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying
+ value to match precision of the display format string. (#642)
+ - Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input
+ with CTRL+Click or Nav Enter.
+- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where
+ pushing a direction near zero values would be cancelled out. [@Shironekoben]
+- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both
+ min and max value are on the same value. (#1441)
+- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more
+ than ~16 KB characters. (Note that current code is going to show corrupted display if after
+ clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText()
+ call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare
+ but it will be addressed later). (#3349)
+- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns).
+ Also fixed related text clipping when used in a column after the first one. (#3187, #3386)
+- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll
+ limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many
+ side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly
+ aiming at making widgets visible. May later be moved to a flag.
+- Tabs: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
+- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h)
+ and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
+ This is a small but rather important change because lots of multi-button behaviors could previously
+ 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.
+- 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.
+- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based
+ path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
+ - This change will facilitate the wider use of thick borders in future style changes.
+ - Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering.
+ - Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method.
+ - Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture.
+- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively
+ enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or
+ by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen]
+- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
+ an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
+- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
+ Also showcase using InvisibleButton() with multiple mouse buttons flags.
+- Demo: Improved "Layout & Scrolling" -> "Clipping" section.
+- Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
+- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
+- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
+- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems
+ like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666]
+- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
+- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.77 (Released 2020-06-29)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.77
+
+Breaking Changes:
+
+- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
+ note that this is a Beta api and will likely be reworked in order to support multi-DPI across
+ multiple monitors.
+- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
+ [NOTE: THIS WAS REVERTED IN 1.79]
+- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
+ of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+ Kept inline redirection function (will obsolete).
+- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
+
+Other Changes:
+
+- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is
+ enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow
+ flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
+- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
+ or _OpenOnArrow would open the node. (#143)
+- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
+- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
+ - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
+ - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
+ - Set to an intermediary value to toggle behavior based on width (same as Firefox).
+- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
+ (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
+- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
+ ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
+ compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
+- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
+ to first test for the presence of another popup at the same level.
+- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
+ for !IsAnyItemHovered() prior to doing an OpenPopup().
+- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
+ allowing to check if any popup is open at the current level, if a given popup is open at any popup
+ level, if any popup is open at all.
+- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space
+ would attempt to focus it and close other popups. (#2880)
+- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
+- Popups: Clarified some of the comments and function prototypes.
+- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will
+ not always be auto-centered. Note that modals are more similar to regular windows than they are to
+ popups, so api and behavior may evolve further toward embracing this. (#915, #3091)
+ Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
+- Metrics: Added a "Settings" section with some details about persistent ini settings.
+- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
+ BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
+- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
+ drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
+- Columns: Lower overhead on column switches and switching to background channel.
+ Benefits Columns but was primarily made with Tables in mind!
+- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap]
+- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the
+ VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591)
+ [@thedmd, @Shironekoben, @sergeyn, @ocornut]
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different
+ TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163)
+ [@ocornut, @thedmd, @Shironekoben]
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current
+ VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
+- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after
+ a callback draw command would incorrectly override the callback draw command.
+- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
+- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
+ Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
+- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
+ static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
+ Fixed a static constructor which led to this dependency on some compiler setups. [@rokups]
+- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
+- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
+- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
+ making more render/clipping code use an early out path.
+- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the
+ projection matrix top and bottom values. (#3143, #3146) [@u3shit]
+- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
+- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
+- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
+- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData
+ structure didn't have any vertices. (#2697) [@kudaba]
+- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus]
+- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
+- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
+ not forwarding right and center mouse clicks. (#3260) [@nburrus]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.76 (Released 2020-04-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.76
+
+Other Changes:
+
+- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking
+ branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
+- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
+- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared
+ when the menu is not open. (#3030)
+- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
+ glyph. (#2149, #515)
+- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601)
+- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125)
+- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down
+ event rather than the Mouse Down+Up sequence (this is rather standard behavior).
+- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
+ by default for standalone ColorButton.
+- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the
+ landing item on the landing frame. (#787)
+- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787)
+- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial
+ cursor position. This would often get fixed after the fix item submission, but using the
+ 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).
+ - 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.
+ - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this
+ is currently not particularly efficient.
+- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited
+ to 64 columns with an assert. (#3037, #125)
+- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child
+ window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
+- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons.
+- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users
+ to a solution rather than encourage people to add braces in the codebase.
+- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been
+ tampered with between NewFrame() and EndFrame().
+- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context
+ instead of a static buffer, so it can be freed properly on Shutdown. (#3110)
+- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive
+ in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult]
+- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd
+ instead of requiring to open it. Added options to disable bounding box and mesh display.
+ Added notes on inactive/gc-ed windows.
+- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering.
+- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building
+ SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling
+ obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
+- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable
+ ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
+- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
+- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(),
+ ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch).
+ Those functions makes it easier for example apps to support hi-dpi features without setting up
+ a manifest.
+- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support
+ high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar]
+- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function
+ currently does nothing).
+- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71]
+- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn]
+- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
+- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.75 (Released 2020-02-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.75
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
+ - ShowTestWindow() -> use ShowDemoWindow()
+ - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
+ - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
+ - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
+ - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
+ - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
+ - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
+ - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
+ - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
+ If you were still using the old names, while you are cleaning up, considering enabling
+ IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
+ and removing up old API calls, if any remaining.
+- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent
+ with other mouse functions (none of the other functions have it).
+- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely
+ documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API
+ which can be implemented faster. Also clarified pre-existing constraints which weren't
+ documented (can only unreserve from the last reserve call). If you suspect you ever
+ used that feature before (very unlikely, but grep for call to PrimReserve in your code),
+ you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen]
+- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
+- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
+ technically supports it, future code may not so we're putting the restriction ahead.
+ [Undid that change in 1.76]
+- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
+ of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
+ adding points into it without explicit initialization, you may need to fix your initial value.
+
+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
+ 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
+ when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
+ those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
+- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
+- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
+- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a
+ byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
+- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the
+ _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting
+ user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back
+ from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009)
+- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
+- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
+- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we
+ test both the focused/clicked window (which could be a child window) and the root window.
+- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
+ count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
+- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
+ In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
+ we will rework the circle rendering functions to use textures and automatic segment count
+ selection, those new api can fill a gap. [@ShironekoBen]
+- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to
+ suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
+- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
+- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty.
+- Misc: Disable format checks when using stb_printf, to allow using extra formats.
+ Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
+- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp
+ files in a same compilation unit. Actual users of that technique (also called "Unity builds")
+ can generally provide this themselves, so we don't really recommend you use this. [@rokups]
+- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
+- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
+- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
+- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
+ on Wayland). (#2800, #2802) [@NeroBurner]
+- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
+ correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
+ widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
+ and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
+- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
+ XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
+ the later may be problematic if compiling with recent Windows SDK and you want your app to run
+ on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
+- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
+- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
+- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
+ settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
+ automatically use it). (#2919, #2798)
+- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups]
+- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
+- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
+ even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.74 (Released 2019-11-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.74
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
+ - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
+ - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
+ - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
+ - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
+ - ImFont::Glyph -> use ImFontGlyph
+ If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
+ the new names or equivalent features, or see how they were implemented until 1.73.
+- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
+ by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
+ If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
+ add +io.KeyRepeatDelay to it to compensate for the fix.
+ The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
+ Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
+ Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
+ If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
+- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
+- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
+ conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
+- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+ The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
+
+Other Changes:
+
+- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
+- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
+- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
+ baseline alignment. The issue would generally manifest when laying out multiple items on a same line,
+ with varying heights and text baseline offsets.
+ Some specific examples, e.g. a button with regular frame padding followed by another item with a
+ multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc.
+ The second item was correctly offset to match text baseline, and would interact/display correctly,
+ but it wouldn't push the contents area boundary low enough.
+- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where
+ all child window contents would be culled.
+- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
+- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
+ incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
+- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating
+ interactions with custom multi-selections patterns. (#2886, #1896, #1861)
+- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating
+ interactions with custom multi-selections patterns. (#1896, #1861)
+- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data
+ to clarify how they are used, and more comments redirecting to the demo code. (#2844)
+- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
+- Misc: Optimized storage of window settings data (reducing allocation count).
+- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
+- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
+- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
+- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
+ default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
+- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
+- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
+- Docs: Added permanent redirect from https://www.dearimgui.com/faq to FAQ page.
+- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
+- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
+- Metrics: Expose basic details of each window key/value state storage.
+- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
+- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
+ but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
+- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with
+ legacy OpenGL applications. (#3000)
+- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
+ using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
+- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
+- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
+- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
+ applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.73 (Released 2019-09-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.73
+
+Other Changes:
+
+- Nav, Scrolling: Added support for Home/End key. (#787)
+- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
+- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
+ when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
+- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
+ Note that some elements won't accurately fade down with the same intensity, and the color wheel
+ when enabled will have small overlap glitches with (style.Alpha < 1.0).
+- Tabs: Fixed single-tab not shrinking their width down.
+- Tabs: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
+- Tabs: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
+ (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
+- Tabs: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
+ Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
+- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position
+ differently than visible ones.
+- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
+- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
+- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
+- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid]
+ This extends the hit-box to the right-most edge, even if the node is not framed.
+ (Note: this is not the default in order to allow adding other items on the same line. In the future we will
+ aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items,
+ and then we will be able to make this the default.)
+- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and
+ right-most edge of the working area, bypassing indentation.
+- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes,
+ 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
+ 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]
+- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
+- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
+- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
+- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers.
+- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
+ a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
+ usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
+- Documentation: Various tweaks and improvements to the README page. [@ker0chan]
+- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture()
+ before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient.
+- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron]
+- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would
+ generally make the DX11 debug layer complain (bug added in 1.72).
+- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to
+ one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
+- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710)
+ [@intonarumori, @ElectricMagic]
+- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
+ fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.72b (Released 2019-07-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72b
+
+Other Changes:
+
+- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
+ the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
+ a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
+- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
+- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
+ in child window (often selectables because of their protruding sides) would be not considered
+ as entry points to to navigate toward the child window. (#787)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.72 (Released 2019-07-27)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
+ - ImGuiCol_Column*, ImGuiSetCond_* enums.
+ - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
+ - IMGUI_ONCE_UPON_A_FRAME macro.
+ If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
+ the new names or equivalent features.
+- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
+- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()).
+ Kept redirection function (will obsolete). (#581, #324)
+
+Other Changes:
+
+- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
+ until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
+ passing under the mouse cursor. (#2604)
+- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
+ SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
+ // (Submit items..)
+ if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom..
+ ImGui::SetScrollHereY(1.0f); // ..make last item fully visible
+- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
+- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window
+ if ScrollMax is zero on the scrolling axis.
+ Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
+ would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
+ any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
+- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
+- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
+ comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
+- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
+- Combo: Hide arrow when there's not enough space even for the square button.
+- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
+- Tabs: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
+- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
+ would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
+- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
+ worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
+ the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666)
+- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
+- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
+ other column functions. (#2683)
+- InputTextMultiline: Fixed vertical scrolling tracking glitch.
+- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
+ of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
+- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
+- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
+ of ColorEdit3/ColorEdit4 functions to either side of the inputs.
+- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends would need to
+ specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
+ until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
+- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
+ returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
+ when clicking the color button to open the picker popup. (#1875)
+- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
+- Debug Tools: Added "Metrics->Tools->Item Picker" tool which allow clicking on a widget to break in the
+ debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h.
+- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
+- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
+ channel 0 and 1. (#2624)
+- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
+ also this type was added in 1.71 and not advertised as a public-facing feature).
+- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
+- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
+- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
+ of an enum value instead of the underlying integer value.
+- Demo: Renamed the "Help" menu to "Tools" (more accurate).
+- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
+- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
+- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
+ because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
+ enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
+ equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546)
+- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
+ (#2482, #2632) [@josiahmanson]
+- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.71 (Released 2019-06-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.71
+
+Breaking Changes:
+
+- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
+- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
+- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
+ performed as part of their parent window, avoiding the creation of an extraneous draw commands.
+ If you have overlapping child windows with decorations, and relied on their relative z-order to be
+ mapped to submission their order, this will affect your rendering. The optimization is disabled
+ if the parent window has no visual output because it appears to be the most common situation leading
+ to the creation of overlapping child windows. Please reach out if you are affected by this change!
+
+Other Changes:
+
+- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
+ after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
+ will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
+ The exact meaning of ContentSize for decorated windows was previously ill-defined.
+- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
+- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
+ appear for a single frame after the resize.
+- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
+ but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
+- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
+ style.ItemInnerSpacing.x worth of trailing spacing.
+- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple
+ times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000").
+ It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
+- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and
+ after EndGroup(). (#2550, #1875)
+- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
+- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple
+ options. (#2587, broken in 1.69 by #2384).
+- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
+- Scrollbar: Minor bounding box adjustment to cope with various border size.
+- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14.
+- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
+- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
+ to scrollbars appearing during the movement.
+- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
+ frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which
+ emits key release events when focusing another viewport, leading to Alt+clicking on void on another
+ viewport triggering the issue. (#2609)
+- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
+ horizontal scrolling. (#2211, #2579)
+- Tabs: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
+ loop with the horizontal contents size.
+- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
+ horizontal area (previously only worked with an explicit contents size). (#125)
+- Columns: Fixed Separator from creating an extraneous draw command. (#125)
+- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
+- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
+ collapsing/docking button to the other side of the title bar.
+- Style: Made window close button cross slightly smaller.
+- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
+- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
+ The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
+ this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591)
+ This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
+ support 32-bit indices. Most examples backends have been modified to support the VtxOffset field.
+- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
+ This is provided for convenience and consistency with VtxOffset. (#2591)
+- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
+ facilitate custom rendering backends passing local render-specific data to the draw callback.
+- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
+ with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
+- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
+ fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
+- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
+- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
+ dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
+- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
+- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
+ (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591)
+- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
+ the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
+ support. (#2538, #2541)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.70 (Released 2019-05-06)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.70
+
+Breaking Changes:
+
+- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
+ up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
+ they will appear a little thicker now. (#2518) [@rmitton]
+- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead.
+ Kept inline redirection function.
+- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
+ during initialization to specify the number of in-flight image requested by swap chains.
+ (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
+- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely
+ on them but it is possible you have!).
+
+Other Changes:
+
+- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
+ to request the renderer backend to reset its render state. (#2037, #1639, #2452)
+ Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each
+ renderer code setting up initial render state has been moved to a function so it could be
+ called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
+- InputText: Fixed selection background rendering one frame after the cursor movement when
+ first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
+- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
+- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
+ if the backend provided both Key and Character input. (#2467, #1336)
+- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
+ Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
+ generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
+ function is explicit we may later extend its effect to more items.
+- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.)
+ with negative sizes if the 'width' argument was smaller than the available width at the time of item
+ submission.
+- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries
+ by a few pixels (this is used to facilitate resizing from borders when available for a given window).
+ One of the noticeable minor side effect was that navigating menus would have had a tendency to disable
+ highlight from parent menu items earlier than necessary while approaching the child menu.
+- Window: Close button is horizontally aligned with style.FramePadding.x.
+- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
+- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
+- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening,
+ instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
+ Among other things, this allows opening a popup while no window are focused, and pressing Escape to
+ clear the focus again.
+- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level
+ (regression in 1.67).
+- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release
+ following the double-click. Only first mouse release + second mouse down (double-click) returns true.
+ Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503)
+- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
+- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
+- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
+- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
+- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125)
+- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical.
+- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
+- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
+- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click
+ regardless of being covered by another window (it didn't honor correct hovering rules). (#2521)
+- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees
+ angles, also faster to output. (#2518) [@rmitton]
+- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
+ to using the ImGui::MemAlloc()/MemFree() calls directly.
+- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx.
+- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
+- Demo: Improved trees in columns demo.
+- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
+ GL function loaders early, and help users understand what they are missing. (#2421)
+- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
+- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
+- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
+- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
+- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
+- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
+- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
+- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
+- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
+- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
+- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
+- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
+- Examples: GLUT: Made io.DeltaTime always > 0. (#2430)
+- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010)
+ to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example,
+ which if existing and when switching to recent SDK ends up conflicting and creating warnings.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.69 (Released 2019-03-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.69
+
+Breaking Changes:
+
+- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
+ ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
+ new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
+ Kept redirection enum values (will obsolete). (#2384) [@haldean]
+- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
+
+Other Changes:
+
+- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
+ behind every other windows. (#2391, #545)
+- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.)
+ We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011)
+- Added InputTextWithHint() to display a description/hint in the text box when no text
+ has been entered. (#2400) [@Organic-Code, @ocornut]
+- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
+- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
+- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true
+ when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
+- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
+ style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
+ meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
+- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of
+ overflowing or underflowing the value.
+- 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
+ 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).
+ (#2383, #2384) [@haldean]
+- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
+ while dragging its title bar. (#2389)
+- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never
+ reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
+- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
+- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
+- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+ hard crashes any more, facilitating integration with scripting languages. (#1651)
+- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
+ scrolling policy enabled) or if is currently appearing.
+- Tabs: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
+ the drag payload activate a tab.
+- Tabs: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
+ teleport the view when aiming at a tab far away the visible section, and otherwise accelerate
+ the scrolling speed to cap the scrolling time to 0.3 seconds.
+- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting
+ below the lower point of the current clipping rectangle. This bug has been there since v1.0!
+ It was hardly noticeable but would affect the scrolling range, which in turn would affect
+ some scrolling request functions when called during the appearing frame of a window.
+- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
+- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return.
+- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
+- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
+ tree depth instead of a relative one.
+- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
+- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
+- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
+- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
+- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
+- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized.
+ (This is particularly useful for the viewport branch because we are not supporting per-viewport
+ frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
+- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
+- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
+ even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
+- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
+- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.68 (Released 2019-02-19)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.68
+
+Breaking Changes:
+
+- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
+ If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
+
+Other Changes:
+
+- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
+- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
+ This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
+ multi-viewport feature to behave on Retina display and with multiple displays.
+ If you are not using a custom backend, please update your render function code ahead of time,
+ and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
+- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
+ which are useful to implement variety of undo patterns. (#820, #956, #1875)
+- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
+- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
+- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
+ The way the redo/undo buffers work would have made it generally unnoticeable to the user.
+- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
+- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
+- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
+- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
+- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
+- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
+- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
+- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth)
+ from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
+- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
+- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
+- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
+- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very
+ small window, as well as reducing visual noise/overlap.
+- ListBox: Better optimized when clipped / non-visible.
+- InputTextMultiline: Better optimized when clipped / non-visible.
+- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to
+ calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls
+ not align the same as a single call, and create mismatch between high-level size calculation and those performed
+ with the lower-level ImDrawList api. (#792) [@SlNPacifist]
+- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
+- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
+ with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+- ImGuiTextBuffer: Added append() function (unformatted).
+- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
+- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
+- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
+- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
+- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
+- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0)
+ when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch,
+ this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut]
+ Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
+- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
+- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
+ in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
+- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
+- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled).
+- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
+- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
+- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
+- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.67 (Released 2019-01-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.67
+
+Breaking Changes:
+
+- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
+ side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
+- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
+ The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
+- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
+
+Other Changes:
+- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
+ - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
+ - Added ImGuiTabBarFlags flags for BeginTabBar().
+ - Added ImGuiTabItemFlags flags for BeginTabItem().
+ - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
+ - Demo: Added Layout->Tabs demo code.
+ - Demo: Added "Documents" example app showcasing possible use for tabs.
+ This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
+ (It does not provide the docking/splitting/merging of windows available in the Docking branch)
+- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience
+ to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
+- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus
+ the parent window of the popup instead of the newly clicked window.
+- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
+- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
+- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
+ it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do.
+- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
+ This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
+- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
+ 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
+ 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
+ to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
+ Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
+ Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
+ into e.g. an error log and stopping the script execution.
+- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
+- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
+- ImFontAtlas: FreeType: Fixed abnormally high atlas height.
+- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
+- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
+ (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
+- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends.
+- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
+ for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
+- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
+ which is the same as the title bar height.
+- Demo: "Simple Layout" and "Style Editor" are now using tabs.
+- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
+- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
+- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.66b (Released 2018-12-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66b
+
+Other Changes:
+
+- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
+ calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane]
+- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
+- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
+- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
+- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
+- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
+- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window.
+- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.66 (Released 2018-11-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66
+
+Breaking Changes:
+
+- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096)
+
+Other Changes:
+
+- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
+ accidental alteration of window position. We now round the provided size. (#2067)
+- Fixed calling DestroyContext() always saving .ini data with the current context instead
+ of the supplied context pointer. (#2066)
+- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
+ properly after the main menu bar or last focused window is deactivated.
+- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
+- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window
+ and highlight has been previously disabled by the mouse. (#787)
+- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
+ erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
+- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
+- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
+- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov]
+- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region
+ of root floating windows outside the window, making it easier to resize windows. Resize grips are also
+ extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822)
+- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow
+ the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut]
+- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse.
+- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially
+ we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs
+ encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787)
+- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110)
+- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack
+ to the provided string to uniquely identify the child window. This was undoing an intentional change
+ introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
+- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
+ on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
+- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
+- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
+- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
+- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
+- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
+- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152)
+- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
+- ImGuiTextBuffer: Avoid heap allocation when empty.
+- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3,
+ in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
+- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
+ in the WM_SIZE handler. (#2088) [@ice1000]
+- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
+- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186)
+- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
+- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen]
+- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.65 (Released 2018-09-06)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.65
+
+Breaking Changes:
+
+- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
+ stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those
+ STB headers in your project, you will have to update your include paths. (#1718, #2036)
+ The reason for this change is to avoid conflicts for projects that may also be importing
+ their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
+- Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+
+Other Changes:
+
+- This is a minor release following the 1.64 refactor, with a little more shuffling of code.
+- Clarified and improved the source code sectioning in all files (easier to search or browse sections).
+- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system.
+ Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
+- Fixed a build issue with non-Cygwin GCC under Windows.
+- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
+- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.64 (Released 2018-08-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.64
+
+Changes:
+
+- Moved README, CHANGELOG and TODO files to the docs/ folder.
+ If you are updating dear imgui by copying files, take the chance to delete the old files.
+- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp.
+ Re-ordered some of the code remaining in imgui.cpp.
+ NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTIONS HAS BEEN MOVED.
+ Because of this, any local modifications to imgui.cpp will likely conflict when you update.
+ If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then
+ isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it,
+ 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,
+ 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.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.63 (Released 2018-08-29)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.63
+
+Breaking Changes:
+
+- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
+ Kept redirection enum (will obsolete).
+- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
+- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to
+ enable the feature globally. (#1495)
+ The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
+- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData
+ for consistency. Kept redirection types (will obsolete).
+- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly).
+- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
+ Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to
+ io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
+- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
+
+Other Changes:
+
+- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
+- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
+- 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
+ 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
+ the lower-left corner. (#1495)
+- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
+- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool
+ returned by most widgets.
+ It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
+- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
+- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
+- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
+- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
+ Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping,
+ we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters,
+ until a better solution is found.
+- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
+ related to the addition of IsItemDeactivated()). (#1875, #143)
+- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
+- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip
+ settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143)
+- Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725)
+- Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143).
+- IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
+- Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211)
+- ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050)
+- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
+ [*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66]
+- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
+- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
+- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
+- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
+- 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)
+- 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]
+- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful
+ for lazy/idle render mechanisms as new windows are typically not visible for one frame.
+- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
+- Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586)
+- Demo: Added basic Drag and Drop demo. (#143)
+- Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer.
+ Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008).
+- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section.
+- Examples: Tweaked the main.cpp of each example.
+- Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
+- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
+- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
+- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
+- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
+- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
+- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
+- Examples: OpenGL3: Added error output when shaders fail to compile/link.
+- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
+- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
+- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
+- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
+- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
+- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.62 (Released 2018-06-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.62
+
+Breaking Changes:
+
+- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
+ The flag was already set by CollapsingHeader().
+ The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without
+ ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from
+ your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
+ This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
+- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and
+ discourage using the full set. (#1859)
+
+Other Changes:
+
+- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
+ The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
+ The "Renderer" backends are in charge of: creating the main font texture, rendering imgui draw data.
+ before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+ before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+ before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+ before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+ before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
+ before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
+ - The idea is what we can now easily combine and maintain backends and reduce code redundancy. Individual files are
+ smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
+ between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
+ - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
+ from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to
+ maintain. If you use default backends, you'll benefit from an easy update path to support multi-viewports later
+ (for future ImGui 1.7x).
+ - This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends,
+ expect to have to reshuffle a few things.
+ - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
+ - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
+ - Read examples/README.txt for details.
+- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
+- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
+ is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
+ holding return on the same value). (#820, #956, #1875)
+- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
+- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
+- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
+- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips,
+ and not clamped by viewport. (#1739)
+- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip
+ from the target site. (#143)
+- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX
+ instead of EndXXX, to not affect tooltips and child windows.
+- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
+- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
+- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted,
+ but text won't be corrupted).
+- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
+- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful
+ for icon fonts. (#1869)
+- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
+ characters. (#1859) [@JX-Master, @ocornut]
+- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
+- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000]
+- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
+- Examples: SDL+Vulkan: Added SDL+Vulkan example.
+- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
+- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend
+ (will be fixed in Allegro 5.2.5+).
+- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
+- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends,
+ a good occasion since we refactored the code.
+- Examples: FreeGLUT: Added FreeGLUT backends. Added FreeGLUT+OpenGL2 example. (#801)
+- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
+ some uses. (#1888)
+- Examples: Fixed backends to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
+ with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
+- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
+- Internals: PushItemFlag() flags are inherited by BeginChild().
+
+
+-----------------------------------------------------------------------
+ VERSION 1.61 (Released 2018-05-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.61
+
+Breaking Changes:
+
+- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
+ any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+ To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
+ giving time to users to upgrade their code.
+ If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your
+ codebase for e.g. "DragInt.*%f" to you find them.
+- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more
+ flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
+- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard
+ expectation and allows passing r-values.
+
+Other Changes:
+
+- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
+- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus
+ displayed outside the safe area, etc.).
+- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
+- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767)
+- Window: Fixed the default proportional item width lagging by one frame on resize.
+- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating
+ feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
+- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
+- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory()
+ to manually load/save .ini settings. (#923, #993)
+- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory()
+ should be called. (#923, #993)
+- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height
+ has been growing would have the scroll clamped using the previous height. (#1804)
+- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that
+ don't display all pixels. (#1439) [@dougbinks]
+- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
+- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
+- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
+- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional
+ "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values
+ in scientific notation, and is generally more consistent with other API.
+ Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712)
+- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing
+ in the same direction (keyboard/gamepad version already did this).
+- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
+- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
+- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string,
+ which allows for finer uses of %e %g etc. (#648, #642)
+- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps.
+ Added an assert than power-curve requires a min/max range. (~#642)
+- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
+- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced
+ the range of valid integers).
+- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
+- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
+- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
+- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with
+ overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671)
+- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769)
+- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions.
+- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit.
+- Demo: Simple Overlay: Added a context menu item to enable freely moving the window.
+- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643)
+- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
+- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
+- Examples: Allegro 5: Renamed backend from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
+- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
+- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler]
+- Various minor fixes, tweaks, refactoring, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.60 (Released 2018-04-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.60
+
+The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
+Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
+Various internal refactoring have also been done, as part of the navigation work and as part of the upcoming viewport/docking work.
+
+Breaking Changes:
+
+- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render().
+ e.g. with example backends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
+- Reorganized context handling to be more explicit: (#1599)
+ - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+ - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old backend from the examples/ folder, remove the line that calls Shutdown().
+ - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
+ - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+ - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical 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)
+- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
+- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some backend ahead of merging the Nav branch).
+- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
+- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
+- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698)
+ This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
+ 1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day.
+
+Other Changes:
+
+- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
+- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
+ The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
+- To use Gamepad Navigation:
+ - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
+ - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
+ - 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.
+- 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: 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.
+ - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by backend).
+ - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward.
+ - 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 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)
+- 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.
+- 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: 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)
+- 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: 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.
+- 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!).
+- 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.
+- 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)
+- 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: 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: 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)
+- 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: 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)
+- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
+- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects.
+- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
+- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
+- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
+ (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/backend to pass information to the application in a standard manner.)
+- Metrics: Added display of Columns state.
+- 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.
+- 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: 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).
+- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
+- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
+- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
+- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#1628) [@ilia-glushchenko]
+- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
+- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
+- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
+- 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: 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: 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.
+- Various fixes, tweaks, internal refactoring, optimizations, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.53 (Released 2017-12-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.53
+
+Breaking Changes:
+
+- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete).
+- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete).
+- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete).
+- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
+- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete).
+- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags.
+- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`).
+ Use `ImGui::ShowStyleEditor()` to look them up.
+ Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time.
+ It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`.
+- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal pop-ups.
+- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`.
+- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`.
+- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015.
+- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016.
+
+Other Changes:
+
+- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) [renamed to io.ConfigCursorBlink in 1.63]
+- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
+- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
+- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets.
+ - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions.
+ - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`.
+ - 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)
+- 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!
+ 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.
+- 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: 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: 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: 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).
+- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
+- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
+- 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: 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.
+- 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.
+- 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: 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)
+- 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).
+- 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: 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.
+- Demo: Added ShowFontSelector() showing loaded fonts.
+- Demo: Added ShowStyleSelector() to select among default styles. (#707)
+- 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: 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: 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.
+- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143)
+- Demo: Display better mouse cursor info for debugging backends.
+- Demo: Stopped using rand() function in demo code.
+- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.).
+- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464)
+- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library.
+- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
+- Various fixes, optimizations, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.52 (2017-10-27)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.52
+
+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.
+- 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)
+ - `ImGuiHoveredFlags_AllowWhenBlockedByPopup`
+ - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
+ - `ImGuiHoveredFlags_AllowWhenOverlapped`
+ - `ImGuiHoveredFlags_RectOnly`
+- Input: Added `IsMousePosValid()` helper.
+- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate.
+- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held.
+- 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()`.
+- 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!).
+- 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)
+- 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()` 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)
+- 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)
+- 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).
+- 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: 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.
+- 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]
+- 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.
+- Various tweaks, fixes and documentation changes.
+
+Beta Navigation Branch:
+(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.)
+(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:)
+- 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: 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: 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: 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)
+- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787)
+- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
+- Nav: Various internal refactoring.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.51 (2017-08-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.51
+
+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.
+
+- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
+- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete).
+- 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.
+- 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)
+- 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!
+
+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 `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 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 `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.
+- 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 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: 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)
+- 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: 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)
+- Removed an unnecessary dependency on int64_t which failed on some older compilers.
+- 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).
+- Various other small fixes, tweaks, comments, optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.50 (2017-06-02)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.50
+
+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.
+- 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().
+
+Other Changes:
+
+- InputText(): Added support for CTRL+Backspace (delete word).
+- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett]
+- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650)
+- 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)
+- 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)
+- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854)
+- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919)
+- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919)
+- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919)
+- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd]
+- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246)
+- Fixed minor text clipping issue in window title when using font straying above usual line. (#699)
+- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well.
+- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar.
+- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479)
+- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840)
+- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860)
+- 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).
+- 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)
+- 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).
+- 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)
+- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd]
+- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707)
+- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842)
+- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000).
+- 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)
+- 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)
+- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883)
+- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends.
+- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
+- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
+- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)
+- OS/Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714)
+- OS/Windows: No default IME handler when compiling for Windows using GCC. (#738)
+- OS/Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917)
+- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839)
+- Demo: Added an extra 3-way columns demo.
+- 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: 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: 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)
+- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
+- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+- Examples: SDL2: Added build .bat files for Win32.
+- Added various links to language/engine bindings.
+- Various other minor fixes, tweaks, comments, optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.49 (2016-05-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.49
+
+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.)
+
+ ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
+ {
+ float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w));
+ float k = title_bg_col.w / new_a;
+ return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
+ }
+
+Other changes:
+
+- 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 IsRootWindowOrAnyChildHovered() helper. (#615)
+- Added TreeNodeEx() functions. (#581, #600, #190)
+- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190)
+- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600)
+- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590).
+- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private).
+- 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_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 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.
+- 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)
+- 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)
+- 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.
+- ImFont: Added AddRemapChar() helper. (#609)
+- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651)
+- ImGuiStorage: Added bool helper functions for completeness.
+- AddFontFromMemoryCompressedTTF(): Fix ImFontConfig propagation. (#587)
+- 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: 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.
+- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.48 (2016-04-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.48
+
+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)
+
+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)
+- 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)
+- 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)
+- 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)
+- 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)
+- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode.
+- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization.
+- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533)
+- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514)
+- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command.
+- ImDrawList: Allow windows with only a callback only to be functional. (#524)
+- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457)
+- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457)
+- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter.
+- ImDrawList: Added AddTriangle().
+- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve).
+- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default.
+- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491)
+- ImTextBuffer: Fixed empty() helper which was utterly broken.
+- Metrics: allow to inspect individual triangles in draw calls.
+- Demo: added more draw primitives in the Custom Rendering example. (#457)
+- Demo: extra comments and example for PushItemWidth(-1) patterns.
+- Demo: InputText password demo filters out blanks. (#515)
+- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536)
+- 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: 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+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn)
+- Various extra comments and clarification in the code.
+- Various other fixes and optimizations.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.47 (2015-12-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.47
+
+Changes:
+
+- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21)
+- Added ProgressBar(). (#333)
+- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374)
+- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied.
+- Added ImGuiIO::ClearInputCharacters() superfluous helper.
+- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions
+ would occasionally restore an incorrect clipping rectangle.
+- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged.
+- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize,
+ and WindowPadding < DisplaySafeAreaPadding.
+- Fixed border rendering in various situations when using non-pixel aligned glyphs.
+- Fixed border rendering of windows to always contain the border within the window.
+- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
+- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
+- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
+- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
+- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out
+ multiple item with different height on same line. (#414, #282)
+- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list.
+- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439)
+- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380)
+- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394)
+- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125)
+- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125)
+- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125)
+- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify.
+- ImFontAtlas: Updated stb_rect_pack.h to 0.08.
+- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed.
+- Demo: Added a simple "Property Editor" demo applet. (#125, #414)
+- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393)
+- Demo: Lots of extra comments, fixes.
+- Demo: Tweaks to Style Editor.
+- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway).
+- Examples: Added /Zi (output debug information) to Win32 batch files.
+- Examples: Various fixes for resizing window and recreating graphic context.
+- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441).
+- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411)
+- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399)
+- Examples: DirectX10: Added DirectX10 example. (#424)
+- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420)
+- Examples: DirectX11: Removed Debug flag from graphics context. (#415)
+- Examples: Added SDL+OpenGL3 example. (#356)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.46 (2015-10-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.46
+
+Changes:
+
+- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314)
+- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag.
+- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure.
+- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading
+ from the ImGuiIO structure (to match MemAlloc/MemFree)
+- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range.
+- Fixed mouse click detection when passing DeltaTime 0.0. (#338)
+- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
+- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377)
+- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316)
+- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211)
+- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size.
+- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334)
+- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339)
+- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling.
+- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360)
+- InputFloat() fixed explicit precision modifier, both display and input were broken.
+- 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: 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)
+- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled.
+- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1).
+- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327)
+- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348)
+- ImGuiTextFilter::Draw() helper return bool and build when filter is modified.
+- ImGuiTextBuffer: added c_str() helper.
+- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373)
+- ColorConvertFloat4ToU32() round the floats instead of truncating them.
+- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
+- 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.
+- 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.
+- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347)
+- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.45 (2015-09-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.45
+
+Breaking Changes:
+
+- With the addition of better horizontal scrolling primitives I had to make some consistency fixes.
+ `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()`
+ 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.
+ - 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).
+
+Other Changes:
+
+- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246).
+- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246).
+- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which
+ define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived.
+- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled.
+- Added printf attribute to printf-like text formatting functions (Clang/GCC).
+- Added GetMousePosOnOpeningCurrentPopup() helper.
+- Added GetContentRegionAvailWidth() helper.
+- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307).
+- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311).
+- ImDrawList: Allow to override ImDrawIdx type (#292).
+- 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 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.
+- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282).
+- 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(): 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.
+- 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.
+- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246).
+- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246)
+- Metrics: display indices along with triangles count (#299) and some internal state.
+- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer.
+- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values.
+- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness.
+- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly.
+- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299).
+- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler.
+- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11.
+- Examples: iOS: fixed missing files in project.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.44 (2015-08-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.44
+
+Breaking Changes:
+
+- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h.
+ Add the two extra .cpp to your project or #include them from another .cpp file. (#219)
+
+Other Changes:
+
+- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier
+ 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.
+- 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
+ before the right-most position of the contents region).
+- InputTextMultiline(): honor negative size consistently with other widgets that do so.
+- Combo() clamp popup to lower edge of visible area.
+- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer.
+- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format
+ string in InputInt* later).
+- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual.
+- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set.
+- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd.
+- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287)
+- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason.
+- ImDrawList: Added ImDrawList::AddText() shorthand helper.
+- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288)
+- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded
+ as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool.
+- Build fix for MinGW (#276).
+- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277).
+- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278)
+- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290).
+- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert
+ with odd fonts (#280)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.43 (2015-07-17)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.43
+
+Breaking Changes:
+
+- This is a rather important release and we unfortunately had to break the rendering API.
+ ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy.
+ Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+ Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles
+ using indices from the index buffer.
+- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update
+ your copy and you can ignore the rest.
+- The signature of the io.RenderDrawListsFn handler has changed
+ From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+ To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data)
+ With: argument 'cmd_lists' -> 'draw_data->CmdLists'
+ argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
+ ImDrawList 'commands' -> 'CmdBuffer'
+ ImDrawList 'vtx_buffer' -> 'VtxBuffer'
+ ImDrawList n/a -> 'IdxBuffer' (new)
+ ImDrawCmd 'vtx_count' -> 'ElemCount'
+ ImDrawCmd 'clip_rect' -> 'ClipRect'
+ ImDrawCmd 'user_callback' -> 'UserCallback'
+ ImDrawCmd 'texture_id' -> 'TextureId'
+- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index
+ the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+ Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade!
+
+Other Changes:
+
+- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133).
+ Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged
+ enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41.
+ Made some extra effort in making the code run faster in your typical Debug build.
+- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains.
+- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing.
+- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke()
+ with optional anti-aliasing.
+- ImDrawList: Added AddRectFilledMultiColor() helper.
+- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged
+ back together (used by columns).
+- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands.
+- ImDrawList: Fixed window draw lists not destructed properly on Shutdown().
+- ImDrawData: Added DeIndexAllBuffers() helper.
+- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure.
+ - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH).
+ Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing.
+ - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242).
+ - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232).
+ - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220).
+- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization.
+- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag.
+- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag.
+- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification.
+- InputText: Fix for using END key on a multi-line text editor (#275)
+- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125)
+- Popups: Fixed Combo boxes inside menus. (#272)
+- Style: Added GrabRounding setting to make the sliders etc. grabs rounded.
+- Changed SameLine() parameters from int to float.
+- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere().
+- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the
+ right-side of the header.
+- Metrics window: calculate bounding box of actual vertices when hovering a draw list.
+- Examples: Showing more information in the Fonts section.
+- Examples: Added a gratuitous About window.
+- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering.
+- Examples: Fixed the SDL2 example to support Unicode text input (#274).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.42 (2015-07-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.42
+
+Breaking Changes:
+
+- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete).
+- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent,
+ because positions (e.g. cursor position) are not equivalent to scrolling amount.
+- Removed obsolete GetDefaultFontData() function that would assert anyway.
+ If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11)
+
+Other Changes:
+
+- Added SDL2 example application (courtesy of @CedricGuillemet)
+- Added iOS example application (courtesy of @joeld42)
+- Added Allegro 5 example application (courtesy of @bggd)
+- 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 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.
+- MenuItem() can be activated on release. (#245)
+- Allowing NewFrame() with DeltaTime==0.0f to not assert.
+- Fixed IsMouseDragging(). (#260)
+- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is
+ a popup between mouse and the graph.
+- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders.
+- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257)
+- 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)
+- 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.
+- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up.
+- Added font links in extra_fonts/ + instructions for using compressed fonts in C array.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.41 (2015-06-26)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.41
+
+Breaking Changes:
+
+- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent).
+ Only makes a difference when texture have transparency.
+- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size).
+ Size override should be used very rarely so hopefully it doesn't affect many people. Sorry!
+
+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 GetGlyphRangesCyrillic() helper (#237).
+- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
+- Added IsWindowHovered() helper.
+- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248)
+- Allow Set*WindowSize() calls to be used with popups.
+- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc.
+- Window: fixed scrolling with mouse wheel while window was collapsed.
+- Window: fixed mouse wheel scroll issues.
+- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable.
+- InputText(): lifted character count limit.
+- InputText(): fixes in case of using per-window font scaling.
+- Selectable(), MenuItem(): do not use frame rounding for hovering/selection.
+- 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.
+- BeginChildFrame(): returns bool like BeginChild() for clipping.
+- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
+- ImFont: ignoring '\r'.
+- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent.
+- ImFont: additional rendering optimizations.
+- Metrics windows display storage size.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.40 (2015-05-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.40
+
+Breaking Changes:
+
+- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus.
+ Use OpenPopup() to toggle the opened state and BeginPopup() to append.**
+- 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).
+
+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 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: 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.
+- 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 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.
+- Removed the third 'repeat' parameter of Button().
+- Added IsAnyItemHovered() helper.
+- Added GetItemsLineHeightWithSpacing() helper.
+- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly.
+- Separator: within group start on group horizontal offset. (#205)
+- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206)
+- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214)
+- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed
+ unless you trapped exceptions).
+- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218)
+- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window.
+- Selectable: Handling text baseline alignment for line that aren't of text height.
+- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets.
+- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing,
+ should use the first line of the group, will implement in the future).
+- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors.
+- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false.
+- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled.
+- Plot: overlay label clipped within frame when not fitting.
+- 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: 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.
+ Allows a simple form of out-of-order appending.
+- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant.
+- 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: 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.
+- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222)
+- ImVector: tweak growth strategy, matches vector from VS2010.
+- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224)
+- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224)
+- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly.
+- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses.
+- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207)
+- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed.
+- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window.
+- Examples: Added Menu-bar example.
+- Examples: Added Simple Layout example.
+- Examples: AutoResize demo doesn't use TextWrapped().
+- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example.
+- Examples: DirectX9/11: Fixed key mapping for down arrow.
+- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155)
+- Examples: DirectX11: explicitly set rasterizer state.
+- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229)
+- Fixed build with Visual Studio 2008 (possibly earlier versions as well).
+- Other fixes, comments, tweaks.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.38 (2015-04-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.38
+
+Breaking Changes:
+
+- Renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::AddArc() to ImDrawList::AddArcFast().
+
+Other Changes:
+
+- Added DragFloat(), DragInt() widget, click and drag to adjust value with given step.
+ Hold SHIFT/ALT to speed-up/slow-down. Double-click or CTRL+click to input text.
+ Passing min >= max makes the widget unbounded.
+- Added DragFloat2(), DragFloat3(), DragFloat4(), DragInt2(), DragInt3(), DragInt4() helper variants.
+- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. Added IO.MetricsRenderVertices counter.
+- Added ResetMouseDragDelta() for iterative dragging operations.
+- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to compress a file and create a .c array from it.
+- Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies.
+- Added IsItemVisible().
+- Fixed IsRectClipped() incorrectly returning false when log is enabled.
+- Slider: visual fix in the unlikely that style.GrabMinSize is larger than a slider.
+- SliderFloat: removed support for unbound slider (using FLT_MAX), caused various inconsistency. Use InputFloat()/DragFloat().
+- ColorEdit4: hide components prefix if there's no space for them.
+- Combo: adding frame padding inside the combo box.
+- Columns: mouse dragging uses absolute mouse coordinates.Fixed dragging left-most column of an auto-resizable window. #125
+- Selectable: render highlight into AutoFitPadding region but do not extend it, fixing visual gap.
+- Focus: Allow SetWindowFocus(NULL) to remove focus.
+- Focus: Clicking on void (outside an ImGui windows) loses keyboard-focus so application can use TAB.
+- Popup: Fixed hovering over a popup's child (popups disable hovering on other windows but not their childs) #197
+- Fixed active widget not releasing its active state while being clipped.
+- Fixed user-facing version of IsItemHovered() ignoring overlapping windows.
+- Fixed label vertical alignment for InputInt2(), InputInt3(), InputInt4().
+- Fixed new collapsed auto-resizing window with saved .ini settings not calculating their initial width #176
+- Fixed Begin() returning true on collapsed windows that had loaded settings #176
+- Fixed style.DisplaySafeAreaPadding handling from being applied on window prior to them auto-fitting.
+- ShowTestWindow(): added examples for DragFloat, DragInt and only custom label embedded in format strings.
+- ShowTestWindow(): fixed "manipulating titles" example not doing the right thing, broken in ff35d24
+- Examples: OpenGL/GLFW: Fixed modifier key state setting in GLFW callbacks.
+- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. Save restore current program and texture in the OpenGL3 example.
+- Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types.
+- Comments, fixes, tweaks.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.37 (2015-03-26)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.37
+
+Other Changes:
+
+- Added a more convenient three parameters version of Begin() which covers the common uses better.
+- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow().
+- Added embedded mouse cursor data for MouseDrawCursor software cursor rendering, for consoles/tablets/etc. (#155).
+- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically lock their position to the mouse cursor when first appearing. They close automatically when clicking outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126)
+- Added thickness parameter to ImDrawList::AddLine().
+- Added ImDrawList::PushClipRectFullScreen() helper.
+- Added style.DisplaySafeAreaPadding which was previously hard-coded (useful if you can't see the edges of your display, e.g. TV screens).
+- Added CalcItemRectClosestPoint() helper.
+- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional "unlock" threshold. Added io.MouseDragThreshold setting. (#167)
+- IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now.
+- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation).
+- IsItemhovered() include space taken by label and behave consistently for all widgets (#145)
+- Auto-filling child window feed their content size to parent (#170)
+- InputText() removed the odd ~ characters when clipping.
+- InputText() update its width in case of resize initiated programmatically while the widget is active.
+- InputText() last active preserve scrolling position. Reset scroll if widget size becomes bigger than contents.
+- Selectable(): not specifying a width defaults to using max of label width and remaining width.
+- Selectable(const char*, bool) version has bool defaulting to false.
+- Selectable(): fixed misusage of GetContentRegionMax().x leaking into auto-fitting.
+- Windows starting Collapsed runs initial auto-fit to retrieve a width for their title bar (#175)
+- Fixed new window from having an incorrect content size on their first frame, if queried by user. Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175)
+- InputFloat(): fixed label alignment if total widget width forcefully bigger than space available.
+- Auto contents size aware of enforced vertical scrollbar if window is larger than display size.
+- Fixed new windows auto-fitting bigger than their .ini saved size. This was a bug but it may be a desirable effect sometimes, may reconsider it.
+- Fixed negative clipping rectangle when collapsing windows that could affect manual submission to ImDrawList and end-user rendering function if unhandled (#177)
+- Fixed bounding measurement of empty groups (fix #162)
+- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away.
+- Fixed MouseClickedPos not updated on double-click update (#167)
+- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. Fixed unmerged draw calls for software mouse cursor.
+- Fixed double-clicking on resize grip keeping the grip active if mouse button is kept held.
+- Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge.
+- Setting io.LogFilename to NULL disable default LogToFile() (part of #175)
+- Tweak stb_textedit integration to be lenient if another piece of code are leaking their STB_TEXTEDIT definitions/symbols.
+- Shutdown() freeing a few extra vectors so they don't have to freed by destruction (#169)
+- Examples: OpenGL2/3 examples automatically hide the OS mouse cursor if software cursor rendering is used.
+- ShowTestWindow: Added Widgets Alignment demo under Layout section
+- ShowTestWindow: Added simple dragging widget example.
+- ShowTestWindow: Graph has checkbox under the label, also demo using BeginGroup/EndGroup().
+- ShowTestWindow: Using SetNextWindowSize() in examples to encourage its use.
+- Fixes, tweaks, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.36 (2015-03-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.36
+
+Other Changes:
+
+- Added ImGui::GetVersion(), IMGUI_VERSION (#127)
+- Added BeginGroup()/EndGroup() layout tools (#160).
+- Added Indent() / Unindent().
+- Added InputInt2(), InputInt3(), InputInt4() for completeness.
+- Added GetItemRectSize().
+- Added VSliderFloat(), VSliderInt(), vertical sliders.
+- Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused().
+- Added io.KeyAlt + support in examples apps, in prevision for future usage of Alt modifier (was missing).
+- Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar().
+- Various fixes related to vertical alignment of text after widget of varied sizes. Allow for multiple blocks of multiple lines text on the same "line". Added demos.
+- Explicit size passed to Plot*(), Button() includes the frame padding.
+- Style: Changed default Border and Column border colors to be most subtle.
+- Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing.
+- Renamed GetWindowIsFocused() to IsWindowFocused(), kept inline redirection with old name (will obsolete).
+- Renamed GetItemRectMin()/GetItemRectMax() to GetItemRectMin()/GetItemRectMax(), kept inline redirection with old name (will obsolete).
+- Sliders: Fast-path when power=1.0f, also makes code easier to read.
+- Sliders: Fixed parsing of decimal precision back from format string when using %%.
+- Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone).
+- Separator() logs itself as text when passing through text log.
+- Optimisation: TreeNodeV() early out if SkipItems is set without formatting.
+- Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K.
+- Examples: Example console keeps focus on input box at all times.
+- Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder.
+- Examples: Added 64-bit projects for MSVC.
+- Examples: Increase warning level from /W3 to /W4 for MSVC.
+- Examples: DirectX9: fixed duplicate creation of vertex buffer.
+- Renamed internal type ImGuiAabb to ImRect. Changed mentions of 'box' or 'aabb' to say 'rect'.
+- Tweaks, minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.35 (2015-03-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.35
+
+Other Changes:
+
+- Examples: refactored all examples application to make it easier to isolate and grab the code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples.
+- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge scroll amount. (#150).
+- Scrollbar: Clicking inside the grab box doesn't modify scroll value. Subsequent movement always relative.
+- Added "###" labelling syntax to pass a label that isn't part of the hashed ID (#107), e.g. ("%d###static_id",rand()).
+- Added GetColumnIndex(), GetColumnsCount() (#154)
+- Added GetScrollPosY(), GetScrollMaxY().
+- Fixed the Chinese/Japanese glyph ranges; include missing punctuations (#156)
+- Fixed Combo() and ListBox() labels not included in declared size, for use with SameLine(), etc. (fix #149, #151).
+- Fixed ListBoxHeader() incorrect handling of SkipItems early out when window is collapsed.
+- Fixed using IsItemHovered() after EndChild() (#151)
+- Fixed malformed UTF-8 decoding errors leading to infinite loops (#158)
+- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert an incomplete UTF-8 character when reaching buffer limit (fix #158)
+- Handle double-width space (0x3000) in various places the same as single-width spaces, for Chinese/Japanese users.
+- Collapse triangle uses text color (not border color).
+- Fixed font fallback glyph width.
+- Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing.
+- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog (for Japanese/Chinese, etc.) is positioned correctly as you input text.
+- Windows: default clipboard handlers for Windows handle UTF-8.
+- Examples: Fixed DirectX 9/11 examples applications handling of Microsoft IME.
+- Examples: Allow DirectX 9/11 examples applications to resize the window.
+- ShowTestWindow: Fixed "undo" button of custom rendering applet.
+- ShowTestWindow: Added "Manipulating Window Title" example.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.34 (2015-03-02)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.34
+
+Other Changes:
+
+- Added Bullet() helper - equivalent to BulletText(""), SameLine().
+- Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146)
+- Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a window name.
+- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() and consistent with other API.
+- Renamed ImGuiSetCondition_* to ImGuiSetCond_* and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once.
+- Added missing definition for ImGui::GetWindowCollapsed().
+- Fixed GetGlyphRangesJapanese() actually missing katakana ranges and a few useful extensions.
+- Fixed clicking on a widget in a child window not focusing the parent window (#147).
+- Fixed clicking on empty space of child window not setting keyboard focus for the child window (#147).
+- Fixed IsItemHovered() behaving differently on Combo() (#145)
+- Fixed ColumnOffsets storage not honoring SetStateStorage() (not very useful but consistent).
+- Examples: Removed dependency on Glew for OpenGL examples. Removed Glew binaries for Windows.
+- Examples: Fixed link warning for OpenGL windows examples.
+- Comments, tweaks.
+
+-----------------------------------------------------------------------
+ VERSION 1.33b (2015-02-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33b
+
+Other Changes:
+
+- Fixed resizing columns.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.33 (2015-02-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33
+
+Other Changes:
+
+- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on a button before losing focus (relate to #134)
+- InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134).
+- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give 3 bytes you can input 2 ascii chars + zero terminator, which is correct).
+- Added IsAnyItemActive().
+- Child window explicitly inherit collapse state from parent (so if user keeps submitting items even thought Begin has returned 'false' the child items will be clipped faster).
+- BeginChild() return a bool the same way Begin() does. if true you can skip submitting content.
+- Removed extraneous (1,1) padding on child window (pointed out in #125)
+- Columns: doesn't bail out when SkipItems is set (fix #136)
+- Columns: Separator() within column correctly vertical offset all cells (pointed out in #125)
+- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns can be lined up between a parent and a child window (cf. #125)
+- Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131)
+- Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (fix #137)
+- Sliders: value text is clipped inside the frame when resizing sliders to be small.
+- ImGuITextFilter::Draw() use regular width call rather than computing its own arbitrary width.
+- ImGuiTextFilter: can take a default filter string during construction.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.32 (2015-02-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.32
+
+Other Changes:
+
+- Added Selectable() building block for various list boxes, combo boxes, etc.
+- Added ListBox() (#129).
+- Added ListBoxHeader(), ListBoxFooter() for customized list traversal and creating multi-selection boxes.
+- Fixed title bar text clipping issue (fix #128).
+- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). Callback now passed an "EventFlag" parameter.
+- InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters.
+- PushItemWidth() can take negative value to right-align items.
+- Optimisation: Columns offsets cached to avoid unnecessary binary search.
+- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items).
+- Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility.
+- Added BeginChild() variant that takes an ImGuiID.
+- Tweak default ImGuiCol_HeaderActive color to be less bright.
+- Calculate framerate for the user (IO.Framerate), as a purely luxurious feature and to reduce sample code size a little.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.31 (2015-02-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.31
+
+Other Changes:
+
+- Added ImGuiWindowFlags_NoCollapse flag.
+- Added a way to replace the internal state pointer so that we can optionally share it between modules (e.g. multiple DLLs).
+- Added tint_col parameter to ImageButton().
+- Added CalcListClipping() helper to perform faster/coarse clipping on user side (when manipulating lists with thousands of items).
+- Added GetCursorPosX() / GetCursorPosY() shortcuts.
+- Renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing().
+- Combo box always appears above other child windows of a same parent.
+- Combo/Label: label is properly clipped inside the frame (#23).
+- Added cpu-side text clipping functions which are used in some instances to avoid extra draw calls.
+- InputText: Filtering private Unicode range 0xE000-0xF8FF.
+- Fixed holding button over scrollbar creating a small feedback loop with calculation of contents size.
+- Calling SetCursorPos() automatically extends the contents size.
+- Track ownership of mouse clicks. Avoid requesting IO.WantCaptureMouse if initial click was outside of ImGui.
+- Removed the dependency on realloc().
+- Other fixes, tweaks and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.30 (2015-02-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.30
+
+Breaking Changes:
+
+- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data.
+ - This sequence:
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ //
+ - Became:
+ unsigned char* pixels;
+ int width, height;
+ // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ //
+ io.Fonts->TexID = (your_texture_identifier);
+ - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your projection matrix by 0.5 if you have rendering problems.
+
+Other Changes:
+
+- Loading TTF files with stb_truetype.h.
+- We still embed a compressed pixel-perfect TTF version of ProggyClean for convenience.
+- Runtime font rendering is a little faster than previously.
+- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple fonts are still merged into a single draw call whenever possible.
+- The system handles UTF-8 and provide ranges to easily load e.g. characters for Japanese display.
+- Added PushFont() / PopFont().
+- Added Image() and ImageButton() to display your own texture data.
+- Added callback system in command-list. This can be used if you want to do your own rendering (e.g. render a 3D scene) inside ImGui widgets.
+- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors.
+- Style: Added FrameRounding setting for a more rounded look (default to 0 for now).
+- Window: Fixed using multiple Begin/End pair on the same wnidow.
+- Window: Fixed style.WindowMinSize not being honored properly.
+- Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos).
+- ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default.
+- Clipboard: Fixed logging to clipboard on architectures where va_list are passed by reference to vsnprintf.
+- Clipboard: Improve memory reserve policy for Clipboard / ImGuiTextBuffer.
+- Tooltip: Always auto-resize.
+- Tooltip: Fixed TooltigBg color not being honored properly.
+- Tooltip: Allow SetNextWindowPos() to be used on tooltips.
+- Added io.DisplayVisibleMin / io.DisplayVisibleMax to ease integration of virtual / scrolling display.
+- Added Set/GetVoidPtr in ImGuiStorage.
+- Added ColorConvertHSVtoRGB, ColorConvertRGBtoHSV, ColorConvertFloat4ToU32 helpers.
+- Added ImColor() inline helper to easily convert colors to packed 4x1 byte or 4x1 float formats.
+- Added io.MouseDrawCursor option to draw a mouse cursor for now (on systems that don't have one)
+- Examples: Added custom drawing app example for using ImDrawList api.
+- Lots of others fixes, tweaks and comments!
+
+
+-----------------------------------------------------------------------
+ VERSION 1.20 (2015-01-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.20
+
+- Fixed InputInt() InputFloat() label not declaring their width, breaking usage of SameLine().
+- Fixed hovering of combo boxes that extend beyond the parent window limits.
+- Fixed text input of Unicode character in the 128-255 range.
+- Fixed clipboard pasting into an InputText box not filtering the characters according to contents semantic.
+- Dragging outside area of a widget while it is active doesn't trigger hover on other widgets.
+- Activating widget bring parent window to front if not already.
+- Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI.
+- InputText() nows consume input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105)
+- Examples: Console: added support for History callbacks + some cleanup.
+- Various small optimisations.
+- Cleanup and other fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.19 (2014-12-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.19
+
+- Tightening default style a little.
+- Added ImGuiStyleVar_WindowRounding enum for PushStyleVar() API.
+- Added SliderInt2(), SliderInt3(), SliderInt4() for consistency.
+- Widgets more consistently handle empty labels (starting with ## mark) for their size calculation.
+- Fixed crashing with zero sized frame-buffer.
+- Fixed ImGui::Combo() not registering its size properly when clipped out of screen.
+- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. Added more comments on the use of Begin().
+- Logging: Added LogText() to pass text straight to the log output (tty/clipboard/file) without rendering it.
+- Logging: Added LogFinish() to stop logging at an arbitrary point.
+- Logging: Log depth padding relative to start depth.
+- Logging: Tree nodes and headers looking better when logged to text.
+- Logging: Log outputs \r\n under Windows to play it nicely with \n unaware tools such as Notepad.
+- Style editor: added a button to output colors to clipboard/tty.
+- OpenGL3 example: fix growing of VBO.
+- Cleanup and other minor fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.18 (2014-12-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.18
+
+- Added ImGuiWindowFlags_NoScrollWithMouse, disable mouse wheel scrolling on a window.
+- Added ImGuiWindowFlags_NoSavedSettings, disable loading/saving window state to .ini file.
+- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an optional second parameter to easily set current value vs session default value vs persistent default value.
+- Removed rarely useful SetNewWindowDefaultPos() in favor of new API.
+- Fixed hovering of lower-right resize grip when it is above a child window.
+- Fixed InputInt() writing to output when it doesn't need to.
+- Added IMGUI_INCLUDE_IMGUI_USER_H define to include user file at the bottom of imgui.h without modifying the vanilla distribution.
+- ImGuiStorage helper can store float + added helpers to get pointer to stored data.
+- Setup Travis CI integration. Builds the OpenGL examples on Linux with GCC and Clang.
+- Examples: Added a "Fixed overlay" example in ShowTestWindow().
+- Examples: Re-added OpenGL 3 programmable-pipeline example (along with the existing fixed pipeline example).
+- Examples: OpenGL examples can now resize the application window.
+- Other minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.17 (2014-12-03)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.17
+
+- Added ImGuiWindowFlags_AlwaysAutoResize + example app.
+- Calling ImGui::SetWindowSize(0,0) force an autofit without zero-sizing first.
+- ImGui::InputText() support for completion/history/custom callback + added fancy completion example in the console demo app.
+- Not word-wrapping on apostrophes.
+- Increased visibility of check box and radio button with smaller size.
+- Smooth mouse scrolling on OSX (uses floating point scroll/wheel input).
+- New version of IMGUI_ONCE_UPON_A_FRAME helper macro that works with all compilers.
+- Moved IO.Font*** options to inside the IO.Font-> structure.. Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font).
+- Fixed more Clang -Weverything warnings.
+- Examples: Added DirectX11 example application.
+- Examples: Created single .sln solution for all example projects.
+- Examples: Fixed DirectX9 example window initially showing an hourglass cursor.
+- Examples: Removed Microsoft IME handler in examples, too niche/confusing. Moved equivalent code to imgui.cpp instruction block.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16b (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16b
+
+- Fix broken PopStyleVar() crashing.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16 (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16
+
+- General fixing of Columns API to allow filling a cell with multiple widgets before switching to the next column.
+- Added documentation INDEX to top of imgui.cpp.
+- Fixed unaligned memory access for Emscripten compatibility.
+- Various pedantic warning fixes (now testing with Clang).
+- Added extra asserts to catch incorrect usage.
+- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change variables that are used within the Begin() call).
+- PushTextWrapPos() defaults to 0.0 (right-end of current drawing region).
+- Fixed compatibility with std::vector if user decide to #define ImVector.
+- MouseWheel input is now normalized.
+- Added IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT compile-time option to redefine the vertex layout.
+- Style editor: colors listed inside a scrolling region.
+- Examples: tweaks and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.15 (2014-11-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.15
+
+- Renamed IsHovered() to IsItemHovered().
+- Added word-wrapping API: TextWrapped(), PushTextWrapPos(), PopTextWrapPos().
+- Added IsItemFocused() to tell if last widget is being focused for keyboard input.
+- Added overloads of ImGui::PlotLines() and ImGui::PlotHistogram() taking a function pointer to get values.
+- Added SetWindowSize().
+- Added GetContentRegionMax() supporting columns. Some bug fixes with using columns.
+- Added PushStyleVar(),PopStyleVar() helpers to modify style from user code.
+- Added dummy IMGUI_API definition in front of all entry-points for silly DLL action.
+- Allowing BeginChild() allows to specify negative sizes to specify "use remaining minus xx".
+- Windows with the NoResize flag can still use auto-fitting.
+- Added a simple example console into the demo window.
+- Comments and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.14 (2014-10-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.14
+
+- Comments and fixes.
+- Added SetKeyboardFocusHere() to set input focus from code.
+- Added GetWindowFont(), GetWindowFontSize() for users of the low-level ImDrawList API.
+- Added a UserData void *pointer so that the callback functions can access user state "Just in case a project has adverse reactions to adding globals or statics in their own code."
+- Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL
+
+
+----------------------------------------------------------------------
+ VERSION 1.13 (2014-09-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.13
+
+- Added support for UTF-8 for international text display and text edition/input (if the font supports it).
+- Added sample "M+ font" by Coji Morishita in extra_fonts/ to display Japanese text.
+- Added IO.ImeSetInputScreenPosFn callback for positioning OS IME input.
+- Added IO.FontFallbackGlyph (default to '?').
+- OpenGL example: added commented code to load custom font from file-system.
+- OpenGL example: shared makefile for Linux and MacOSX.
+
+
+----------------------------------------------------------------------
+ VERSION 1.12 (2014-09-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.12
+
+- Added IO.FontBaseScale value for easy scaling of all windows.
+- Added IsMouseHoveringWindow(), IsMouseHoveringAnyWindow(), IsPosHoveringAnyWindow() helpers.
+- Added va_list variations of all functions taking ellipsis (...) parameters.
+- Added section in documentation to explicitly document cases of API breaking changes (e.g. renamed IM_MALLOC below).
+- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime (also allowing precompiled ImGui to cover more use cases).
+- Fixed OpenGL samples for Retina display.
+- Comments and minor fixes.
+
+
+----------------------------------------------------------------------
+ VERSION 1.11 (2014-09-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.11
+
+- Added more comments in the code.
+- Made radio buttons render ascii when logged into tty/file/clipboard.
+- Added ImGuiInputTextFlags_EnterReturnsTrue flag to InputText() and variants.
+- Added #define IMGUI_INCLUDE_IMGUI_USER_CPP to optionally include imgui_user.cpp from the end of imgui.cpp
+- Fixed file-descriptor leak if ImBitmapFont::LoadFromFile() calls to fseek/ftell fails.
+
+
+----------------------------------------------------------------------
+ VERSION 1.10 (2014-08-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.10
+
+- User can override memory allocators by #define-ing IM_MALLOC, IM_FREE, IM_REALLOC,
+- Added SetCursorPosX(), SetCursorPosY() shortcuts.
+- Checkbox() returns true when pressed.
+- Added optional external fonts data in extra_fonts/ for reference.
+- Removed the need to setup IO.FontHeight when using a custom font.
+- Added comments on external fonts usage.
+
+
+----------------------------------------------------------------------
+ VERSION 1.09 (2014-08-28)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
+
+Breaking Changes:
+
+- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling.
+
+Other Changes:
+
+- Various minor render tweaks and fixes. Better support for renderers using multisampling.
+- Moved IMGUI_FONT_TEX_UV_FOR_WHITE #define to a variable in the IO structure so font can be changed at runtime.
+- Minor other fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.08 (2014-08-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
+
+- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
+- Fixed file descriptor leak on LoadSettings() failure.
+- Fix type conversion compiler warnings.
+- Added basic sizes edition in the style editor.
+- Added CalcTextSize(), GetCursorScreenPos() functions.
+- Disable client state in OpenGL example after rendering.
+- Converted all Tabs to Spaces in sources.
+
+
+----------------------------------------------------------------------
+ VERSION 1.07 (2014-08-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.07
+
+- Added InputFloat4(), SliderFloat4() helpers.
+- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic and all rendering processing.
+- Fix clipping of title bar text.
+- Fix to allow the user to call NewFrame() multiple times without calling Render().
+- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share same clipping rectangle.
+- Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.).
+- Minor fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.06 (2014-08-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.06
+
+- Added BeginTooltip()/EndTooltip() helpers to create tooltips with custom contents.
+- Added TextColored() helper.
+- Added a 'stride' parameter to PlotLines() / PlotHistogram().
+- Fixed PlotLines() / PlotHistogram() from occasionally wrapping back to the most-left value.
+- TreeNode() / CollapsingHeader() ignore clicks when CTRL or SHIFT are held.
+- Slowed down mouse wheel scrolling inside combo boxes.
+- Minor tweaks.
+- Fixed trailing '\n' in text strings reporting extra line height.
+- Fixed tooltip position needlessly leaking into .ini file.
+- Fixed invalid .ini file data persistently being saved back into the file.
+
+
+----------------------------------------------------------------------
+ VERSION 1.05 (2014-08-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.05
+
+- Added default clipboard functions for Windows + "private" clipboard on other systems (user can still override).
+- Fixed logarithmic sliders and HSV conversions on Mac/Linux.
+- Tidying up example applications so it looks easier to just grab code.
+- Added GetItemBoxMin(), GetItemBoxMax().
+- Tweaks, more consistent #define names.
+- Fix for doing multiple Begin()/End() during the same frame.
+
+
+----------------------------------------------------------------------
+ VERSION 1.04 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.04
+
+- Fixes (v1.03 introduced a bug with combo box & scissoring bug OpenGL sample).
+- Added ImGui::InputFloat2() and ImGui::SliderFloat2() functions.
+
+
+----------------------------------------------------------------------
+ VERSION 1.03 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.03
+
+- OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines.
+- Added quick & dirty Makefiles for MacOSX and Linux.
+- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations.
+- Fixed warnings for more stringent compilation settings.
+
+
+----------------------------------------------------------------------
+ VERSION 1.02 (2014-08-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.02
+
+- Comments.
+- Portability fixes.
+- Fixing and tidying up sample applications.
+- Checkboxes and radio buttons can be clicked on their labels as well as their icon.
+- Checkboxes and radio buttons display in a different color when hovered.
+
+
+----------------------------------------------------------------------
+ VERSION 1.01 (2014-08-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.01
+
+- Added PixelCenterOffset for OpenGL/DirectX compatibility.
+- Commented and tweaked samples.
+- Added Git ignore list.
+
+
+----------------------------------------------------------------------
+ VERSION 1.00 (2014-08-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.00
+
+- Initial release.
+
diff --git a/external/imgui/imgui/docs/CONTRIBUTING.md b/external/imgui/imgui/docs/CONTRIBUTING.md
new file mode 100644
index 0000000..26e82f5
--- /dev/null
+++ b/external/imgui/imgui/docs/CONTRIBUTING.md
@@ -0,0 +1,80 @@
+# Contributing Guidelines
+
+## Index
+
+- [Getting Started & General Advice](#getting-started--general-advice)
+- [Issues vs Discussions](#issues-vs-discussions)
+- [How to open an Issue](#how-to-open-an-issue)
+- [How to open a Pull Request](#how-to-open-a-pull-request)
+- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
+
+## Getting Started & General Advice
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
+- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
+- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
+- Please read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up Dear ImGui.
+- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
+- Please use the search function of your IDE to search in for comments related to your situation.
+- Please use the search function of GitHub to look for similar issues. You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
+- Please use a web search engine to look for similar issues.
+- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
+- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
+
+## Issues vs Discussions
+
+If you:
+- Cannot BUILD or LINK examples.
+- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
+- Cannot LOAD a font.
+
+Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
+
+If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an issue. Any form of discussions is welcome as a new issue.
+
+## How to open an issue
+
+You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
+
+Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
+
+**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
+
+Steps:
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
+- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
+- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
+- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
+- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
+- **Please provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will end up solving the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
+- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
+- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
+- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
+
+**Some unfortunate words of warning**
+- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
+- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
+
+If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
+
+## How to open a Pull Request
+
+- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
+- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
+- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
+- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
+- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
+- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
+- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
+
+Thank you for reading!
+
+## Copyright / Contributor License Agreement
+
+Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
+
+You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
+
diff --git a/external/imgui/imgui/docs/EXAMPLES.md b/external/imgui/imgui/docs/EXAMPLES.md
new file mode 100644
index 0000000..6c1bac3
--- /dev/null
+++ b/external/imgui/imgui/docs/EXAMPLES.md
@@ -0,0 +1,245 @@
+_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
+
+## 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)).
+
+The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
+integrating Dear ImGui in your own application/game/engine.
+**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
+
+You can find Windows binaries for some of those example applications at:
+ http://www.dearimgui.com/binaries
+
+
+### Getting Started
+
+Integration in a typical existing application, should take <20 lines when using standard backends.
+
+```cpp
+At initialization:
+ call ImGui::CreateContext()
+ call ImGui_ImplXXXX_Init() for each backend.
+
+At the beginning of your frame:
+ call ImGui_ImplXXXX_NewFrame() for each backend.
+ call ImGui::NewFrame()
+
+At the end of your frame:
+ call ImGui::Render()
+ call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
+
+At shutdown:
+ call ImGui_ImplXXXX_Shutdown() for each backend.
+ call ImGui::DestroyContext()
+```
+
+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)):
+
+```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 http://www.dearimgui.com/faq
+
+If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
+files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
+Changelog, so if you want to update them later it will be easier to catch up with what changed.
+
+
+### Examples Applications
+
+[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/)
+Allegro 5 example.
+= main.cpp + imgui_impl_allegro5.cpp
+
+[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/)
+Android + OpenGL3 (ES) example.
+= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
+
+[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
+OSX & iOS + Metal example.
+= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
+It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
+You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
+
+[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/)
+OSX + OpenGL2 example.
+= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
+ You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
+
+[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
+Emcripten + GLFW + WebGPU example.
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
+Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
+
+[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
+GLFW (Mac) + Metal example.
+= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
+
+[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/)
+GLFW + OpenGL2 example (legacy, fixed pipeline).
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)**
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
+state, and might confuse your GPU driver. One star, not recommended.
+
+[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/)
+GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline).
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
+
+[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/)
+GLFW (Win32, Mac, Linux) + Vulkan example.
+= main.cpp + imgui_impl_glfw.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_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/)
+GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
+= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
+Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
+
+[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
+Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
+= main.cpp
+This is used to quickly test compilation of core imgui files in as many setups as possible.
+Because this application doesn't create a window nor a graphic context, there's no graphics output.
+
+[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/)
+SDL2 + DirectX11 example, Windows only.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp
+This to demonstrate usage of DirectX with SDL2.
+
+[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/)
+SDL2 + Metal example, Mac only.
+= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
+
+[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/)
+SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
+**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)**
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
+state, and might confuse your GPU driver. One star, not recommended.
+
+[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/)
+SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
+
+[example_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
+This requires SDL 2.0.18+ (released November 2021)
+
+[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
+SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
+[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
+
+[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/)
+DirectX10 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
+
+[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/)
+DirectX11 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+
+[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/)
+DirectX12 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+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)
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp
+
+
+### Miscellaneous
+
+**Building**
+
+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
+ - Batch files for Visual Studio 2008+
+ - A .sln project file for Visual Studio 2012+
+ - Xcode project files for the Apple examples
+Please let us know if they don't work with your setup!
+You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
+directly with a command-line compiler.
+
+If you are interested in using Cmake to build and links examples, see:
+ https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
+
+**About mouse cursor latency**
+
+Dear ImGui has no particular 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,
+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
+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!
+
diff --git a/external/imgui/imgui/docs/FAQ.md b/external/imgui/imgui/docs/FAQ.md
new file mode 100644
index 0000000..9b89ecd
--- /dev/null
+++ b/external/imgui/imgui/docs/FAQ.md
@@ -0,0 +1,708 @@
+# FAQ (Frequently Asked Questions)
+
+You may link to this document using short form:
+ https://www.dearimgui.com/faq
+or its real address:
+ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+or view this file with any Markdown viewer.
+
+
+## Index
+
+| **Q&A: Basics** |
+:---------------------------------------------------------- |
+| [Where is the documentation?](#q-where-is-the-documentation) |
+| [What is this library called?](#q-what-is-this-library-called) |
+| [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) |
+| [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? How can I have widgets with an empty label? How can I have multiple widgets with the same label? How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
+| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
+| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
+| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
+| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
+| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
+| **Q&A: Fonts, Text** |
+| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
+| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
+| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
+| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
+| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
+| **Q&A: Concerns** |
+| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
+| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
+| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
+| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
+| **Q&A: Community** |
+| [How can I help?](#q-how-can-i-help) |
+
+
+# Q&A: Basics
+
+### Q: Where is the documentation?
+
+**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
+- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
+- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
+- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
+- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
+- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
+- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
+- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
+- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
+- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
+
+##### [Return to Index](#index)
+
+---
+
+### Q. What is this library called?
+
+**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
+
+(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
+
+##### [Return to Index](#index)
+
+---
+
+### 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)
+
+Many projects are using this branch and it is kept in sync with master regularly.
+
+##### [Return to Index](#index)
+
+----
+
+# Q&A: Integration
+
+### Q: How to get 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 `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
+The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
+
+For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
+
+You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
+- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
+- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
+- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
+
+Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
+
+```cpp
+void MyLowLevelMouseButtonHandler(int button, bool down)
+{
+ // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseButtonEvent(button, down);
+
+ // (2) ONLY forward mouse data to your underlying app/game.
+ if (!io.WantCaptureMouse)
+ my_game->HandleMouseData(...);
+}
+```
+
+
+**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
+
+**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
+
+**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
+
+**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I enable keyboard or gamepad controls?
+- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
+- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
+- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
+- See [Control Sheets for Gamepads](http://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
+- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
+- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
+This is the preferred solution for developer productivity.
+In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
+and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
+to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
+Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
+- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
+- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
+- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
+Your renderer is not using the font texture correctly or it hasn't been uploaded to the GPU.
+- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
+### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
+You are probably mishandling the clipping rectangles in your render function.
+Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
+Rectangles provided by Dear ImGui are defined as
+`(x1=left,y1=top,x2=right,y2=bottom)`
+and **NOT** as
+`(x1,y1,width,height)`.
+Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
+For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
+```cpp
+// Project scissor/clipping rectangles into framebuffer space
+ImVec2 clip_off = draw_data->DisplayPos;
+ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+// Apply scissor/clipping rectangle
+const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ctx->RSSetScissorRects(1, &r);
+```
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Usage
+
+### Q: About the ID Stack system...
+### Q: Why is my widget not reacting when I click on it?
+### Q: How can I have widgets with an empty label?
+### Q: How can I have multiple widgets with the same label?
+### Q: How can I have multiple windows with the same label?
+
+A primer on labels and the ID Stack...
+
+Dear ImGui internally needs to uniquely identify UI elements.
+Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
+Interactive widgets (such as calls to Button buttons) need a unique ID.
+
+**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.
+Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
+
+Since Dear ImGui 1.85, you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
+
+![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
+
+- Unique ID are often derived from a string label and at minimum scoped within their host window:
+```cpp
+Begin("MyWindow");
+Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
+Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
+End();
+```
+- Other elements such as tree nodes, etc. also pushes to the ID stack:
+```cpp
+Begin("MyWindow");
+if (TreeNode("MyTreeNode"))
+{
+ Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
+ TreePop();
+}
+End();
+```
+- Two items labeled "OK" in different windows or different tree locations won't collide:
+```cpp
+Begin("MyFirstWindow");
+Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
+End();
+Begin("MyOtherWindow");
+Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
+End();
+```
+
+- If you have a same ID twice in the same location, you'll have a conflict:
+```cpp
+Begin("MyWindow");
+Button("OK");
+Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
+Button(""); // ERROR: ID collision with Begin("MyWindow")!
+End();
+```
+Fear not! This is easy to solve and there are many ways to solve it!
+
+- Solving ID conflict in a simple/local context:
+When passing a label you can optionally specify extra ID information within the string itself.
+Use "##" to pass a complement to the ID that won't be visible to the end-user.
+This helps solve the simple collision cases when you know e.g. at compilation time which items
+are going to be created:
+```cpp
+Begin("MyWindow");
+Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
+Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
+Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
+Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
+End();
+```
+- If you want to completely hide the label, but still need an ID:
+```cpp
+Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
+```
+- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
+you to animate labels. For example, you may want to include varying information in a window title bar,
+but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
+```cpp
+Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
+Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
+
+sprintf(buf, "My game (%f FPS)###MyGame", fps);
+Begin(buf); // Variable title, ID = hash of "MyGame"
+```
+- Solving ID conflict in a more general manner:
+Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
+within the same window. This is the most convenient way of distinguishing ID when iterating and
+creating many UI elements programmatically.
+You can push a pointer, a string, or an integer value into the ID stack.
+Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
+At each level of the stack, we store the seed used for items at this level of the ID stack.
+```cpp
+Begin("Window");
+for (int i = 0; i < 100; i++)
+{
+ PushID(i); // Push i to the id tack
+ Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
+ PopID();
+}
+for (int i = 0; i < 100; i++)
+{
+ MyObject* obj = Objects[i];
+ PushID(obj);
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
+ PopID();
+}
+for (int i = 0; i < 100; i++)
+{
+ MyObject* obj = Objects[i];
+ PushID(obj->Name);
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
+ PopID();
+}
+End();
+```
+- You can stack multiple prefixes into the ID stack:
+```cpp
+Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+PushID("node");
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ PushID(my_ptr);
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
+ PopID();
+PopID();
+```
+- Tree nodes implicitly create a scope for you by calling `PushID()`:
+```cpp
+Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
+{
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ TreePop();
+}
+```
+
+When working with trees, IDs are used to preserve the open/close state of each tree node.
+Depending on your use cases you may want to use strings, indices, or pointers as ID.
+- e.g. when following a single pointer that may change over time, using a static string as ID
+will preserve your node open/closed state when the targeted object change.
+- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
+node open/closed state differently. See what makes more sense in your situation!
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I display an image? What is ImTextureID, how does it work?
+
+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).
+- 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).
+
+**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.
+- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
+```cpp
+OpenGL:
+- ImTextureID = GLuint
+- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
+```
+```cpp
+DirectX9:
+- ImTextureID = LPDIRECT3DTEXTURE9
+- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
+```
+```cpp
+DirectX11:
+- ImTextureID = ID3D11ShaderResourceView*
+- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
+```
+```cpp
+DirectX12:
+- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
+- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
+```
+For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
+Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
+
+- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
+If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
+(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
+
+User code may do:
+```cpp
+// Cast our texture type to ImTextureID / void*
+MyTexture* texture = g_CoffeeTableTexture;
+ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
+```
+The renderer function called after ImGui::Render() will receive that same value that the user code passed:
+```cpp
+// Cast ImTextureID / void* stored in the draw command as our texture type
+MyTexture* texture = (MyTexture*)pcmd->GetTexID();
+MyEngineBindTexture2D(texture);
+```
+Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
+This is by design and is a good thing because it means your code has full control over your data types and how you display them.
+If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
+
+Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
+
+C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
+Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
+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
+
+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*
+```
+Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use maths operators with ImVec2?
+
+We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#defne IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use my own maths types instead of ImVec2/ImVec4?
+
+You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
+This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
+- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
+- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
+lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
+Prefer using them over the old and awkward `Combo()/ListBox()` api.
+- Generally for most high-level types you should be able to access the underlying data type.
+You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
+- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
+to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
+Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
+Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
+are not configurable and not the same across implementations.
+- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
+of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
+is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
+One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
+This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
+provide similar or better string helpers.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I display custom shapes? (using low-level ImDrawList API)
+
+- You can use the low-level `ImDrawList` api to render shapes within a window.
+```cpp
+ImGui::Begin("My shapes");
+
+ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+// Get the current ImGui cursor position
+ImVec2 p = ImGui::GetCursorScreenPos();
+
+// Draw a red circle
+draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
+
+// Draw a 3 pixel thick yellow line
+draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
+
+// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
+ImGui::Dummy(ImVec2(200, 200));
+
+ImGui::End();
+```
+![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
+
+- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
+- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
+- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
+- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
+- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
+- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
+- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Fonts, Text
+
+### 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()`.
+
+Your application may want to detect DPI change and reload the fonts and reset style between frames.
+
+Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
+
+Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
+
+Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
+
+The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI 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).
+
+This approach is relatively easy and functional but comes with two issues:
+- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
+- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
+
+Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top.
+
+On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
+
+- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
+- For GLFW: this is done automatically.
+- For other Windows projects with other backends, or wrapper projects:
+ - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
+ - Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `` property.
+
+### Q: How can I load a different font than the default?
+Use the font atlas to load the TTF/OTF file you want:
+
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+```
+
+Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
+
+(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
+
+(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
+
+New programmers: remember that in C/C++ and most programming languages if you want to use a
+backslash \ within a string literal, you need to write it double backslash "\\":
+
+```cpp
+io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
+io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
+io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
+```
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I easily use icons in my application?
+The most convenient and practical way is to merge an icon font such as FontAwesome inside your
+main font. Then you can refer to icons within your strings.
+You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
+(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
+With some extra effort, you may use colorful icons by registering custom rectangle space inside the font atlas,
+and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I load multiple fonts?
+Use the font atlas to pack them into a single texture:
+(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
+
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+ImFont* font0 = io.Fonts->AddFontDefault();
+ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
+ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
+io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
+// the first loaded font gets used by default
+// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
+
+// Options
+ImFontConfig config;
+config.OversampleH = 2;
+config.OversampleV = 1;
+config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixel up
+config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
+
+// Combine multiple fonts into one (e.g. for icon fonts)
+static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+ImFontConfig config;
+config.MergeMode = true;
+io.Fonts->AddFontDefault();
+io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, nullptr, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+```
+
+##### [Return to Index](#index)
+
+---
+
+### 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.
+
+```cpp
+// Add default Japanese ranges
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
+
+// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
+ImVector ranges;
+ImFontGlyphRangesBuilder builder;
+builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
+builder.AddChar(0x7262); // Add a specific character
+builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
+```
+
+All your strings need to use UTF-8 encoding.
+You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
+Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
+See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
+of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
+
+Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
+The applications in examples/ are doing that.
+Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
+You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
+Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
+for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Concerns
+
+### Q: Who uses Dear ImGui?
+
+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)
+- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
+- [Gallery](https://github.com/ocornut/imgui/issues/6478)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Can you create elaborate/serious tools with Dear ImGui?
+
+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 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.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Can you reskin the look of Dear ImGui?
+
+Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
+
+A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
+![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
+
+##### [Return to Index](#index)
+
+---
+
+### Q: Why using C++ (as opposed to C)?
+
+Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience.
+
+There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
+
+##### [Return to Index](#index)
+
+---
+
+# Q&A: Community
+
+### Q: How can I help?
+- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
+- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
+- If you are experienced with Dear ImGui and C++, look at [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/6478). 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/external/imgui/imgui/docs/FONTS.md b/external/imgui/imgui/docs/FONTS.md
new file mode 100644
index 0000000..6049fb4
--- /dev/null
+++ b/external/imgui/imgui/docs/FONTS.md
@@ -0,0 +1,452 @@
+_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
+
+## Dear ImGui: Using Fonts
+
+The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
+a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
+
+You may also load external .TTF/.OTF files.
+In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
+
+**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
+
+## Index
+- [Readme First](#readme-first)
+- [About Filenames](#about-filenames)
+- [About UTF-8 Encoding](#about-utf-8-encoding)
+- [Debug Tools](#debug-tools)
+- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
+- [Fonts Loading Instructions](#fonts-loading-instructions)
+- [Using Icon Fonts](#using-icon-fonts)
+- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
+- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
+- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
+- [Using Custom Colorful Icons](#using-custom-colorful-icons)
+- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
+- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
+- [Font Links](#font-links)
+
+---------------------------------------
+
+## Readme First
+
+**A vast majority of font and text related issues encountered comes from 3 things:**
+- Invalid filename due to use of `\` or unexpected working directory. See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
+- Invalid UTF-8 encoding of your non-ASCII strings. See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm yours is correct.
+- 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 Metrics/Debugger->Fonts to confirm loaded fonts and loaded glyph ranges.
+
+The third point 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.
+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()`.
+
+##### [Return to Index](#index)
+
+## About Filenames
+
+**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
+
+Two things to watch for:
+
+(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
+```cpp
+io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
+io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
+```
+In some situations, you may also use `/` path separator under Windows.
+
+(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
+```cpp
+io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
+io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
+```
+##### [Return to Index](#index)
+
+
+## About UTF-8 Encoding
+
+**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
+
+(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
+This is a convenient way to confirm that your encoding is correct.
+
+```cpp
+ImGui::SeparatorText("CORRECT");
+ImGui::DebugTextEncoding(u8"こんにちは");
+
+ImGui::SeparatorText("INCORRECT");
+ImGui::DebugTextEncoding("こんにちは");
+```
+![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0)
+
+You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
+
+(2) To encode in UTF-8:
+
+There are also compiler-specific ways to enforce UTF-8 encoding by default:
+
+- Visual Studio compiler: `/utf-8` command-line flag.
+- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
+- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
+
+Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
+```cpp
+ImGui::Text(u8"hello");
+ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
+ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
+```
+
+Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char_t*` which doesn't cast to `const char*`.
+Because of type usage of `u8""` in C++20 is a little more tedious:
+```cpp
+ImGui::Text((const char*)u8"こんにちは");
+```
+We suggest using a macro in your codebase:
+```cpp
+#define U8(_S) (const char*)u8##_S
+ImGui::Text(U8("こんにちは"));
+```
+##### [Return to Index](#index)
+
+
+## Debug Tools
+
+#### Metrics/Debugger->Fonts
+You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
+
+![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
+
+#### UTF-8 Encoding Viewer**
+You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
+
+![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
+
+##### [Return to Index](#index)
+
+
+## How should I handle DPI in my application?
+
+See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
+
+##### [Return to Index](#index)
+
+
+## Fonts Loading Instructions
+
+**Load default font:**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontDefault();
+```
+
+**Load .TTF/.OTF file with:**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+```
+If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
+
+**Load multiple fonts:**
+```cpp
+// Init
+ImGuiIO& io = ImGui::GetIO();
+ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
+ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
+```
+```cpp
+// In application loop: select font at runtime
+ImGui::Text("Hello"); // use the default font (which is the first loaded font)
+ImGui::PushFont(font2);
+ImGui::Text("Hello with another font");
+ImGui::PopFont();
+```
+
+**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;
+ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
+```
+
+**Combine multiple fonts into one:**
+```cpp
+// Load a first font
+ImFont* font = io.Fonts->AddFontDefault();
+
+// Add character ranges and merge into the previous font
+// The ranges array is not copied by the AddFont* functions and is used lazily
+// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
+static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
+ImFontConfig config;
+config.MergeMode = true;
+io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
+io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
+io.Fonts->Build();
+```
+
+**Add a fourth parameter to bake specific font ranges only:**
+
+```cpp
+// Basic Latin, Extended Latin
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
+
+// Default + Selection of 2500 Ideographs used by Simplified Chinese
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
+
+// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
+```
+See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
+
+
+**Example loading and using a Japanese font:**
+
+```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"))
+{
+ // do stuff
+}
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+
+![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
+ _(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
+
+**Font Atlas too large?**
+
+- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyph appears as a white rectangle.
+- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
+
+Some solutions:
+
+1. Reduce glyphs ranges by calculating them from source localization data.
+ You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
+2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
+ Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
+3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
+4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
+5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
+6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
+
+##### [Return to Index](#index)
+
+## Using Icon Fonts
+
+Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
+A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
+
+To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
+
+So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
+
+Example Setup:
+```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
+static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
+```
+Example Usage:
+```cpp
+// Usage, e.g.
+ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
+ImGui::Button(ICON_FA_SEARCH " Search");
+// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
+// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
+```
+See Links below for other icons fonts and related tools.
+
+Here's an application using icons ("Avoyd", https://www.avoyd.com):
+![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
+
+##### [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.
+- 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.
+
+##### [Return to Index](#index)
+
+## Using Colorful Glyphs/Emojis
+
+- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
+- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
+- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
+- Not all types of color fonts are supported by FreeType at the moment.
+- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
+
+![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
+
+```cpp
+io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
+static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
+static ImFontConfig cfg;
+cfg.OversampleH = cfg.OversampleV = 1;
+cfg.MergeMode = true;
+cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
+io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
+```
+
+##### [Return to Index](#index)
+
+## Using Custom Glyph Ranges
+
+You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
+```cpp
+ImVector ranges;
+ImFontGlyphRangesBuilder builder;
+builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
+builder.AddChar(0x7262); // Add a specific character
+builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
+builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
+
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
+io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
+```
+
+##### [Return to Index](#index)
+
+## Using Custom Colorful Icons
+
+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.
+- 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:
+```cpp
+// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
+ImFont* font = io.Fonts->AddFontDefault();
+int rect_ids[2];
+rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
+rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
+
+// Build atlas
+io.Fonts->Build();
+
+// Retrieve texture in RGBA format
+unsigned char* tex_pixels = nullptr;
+int tex_width, tex_height;
+io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
+
+for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
+{
+ int rect_id = rect_ids[rect_n];
+ if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
+ {
+ // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
+ for (int y = 0; y < rect->Height; y++)
+ {
+ ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
+ for (int x = rect->Width; x > 0; x--)
+ *p++ = IM_COL32(255, 0, 0, 255);
+ }
+ }
+}
+```
+
+##### [Return to Index](#index)
+
+## Using Font Data Embedded In Source Code
+
+- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
+- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
+- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
+- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
+
+Then load the font with:
+```cpp
+ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
+```
+or
+```cpp
+ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
+```
+
+##### [Return to Index](#index)
+
+## Credits/Licenses For Fonts Included In Repository
+
+Some fonts files are available in the `misc/fonts/` folder:
+
+**Roboto-Medium.ttf**, by Christian Robetson
+ Apache License 2.0
+ https://fonts.google.com/specimen/Roboto
+
+**Cousine-Regular.ttf**, by Steve Matteson
+ Digitized data copyright (c) 2010 Google Corporation.
+ Licensed under the SIL Open Font License, Version 1.1
+ https://fonts.google.com/specimen/Cousine
+
+**DroidSans.ttf**, by Steve Matteson
+ Apache License 2.0
+ https://www.fontsquirrel.com/fonts/droid-sans
+
+**ProggyClean.ttf**, by Tristan Grimmer
+ MIT License
+ (recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
+ http://www.proggyfonts.net/
+
+**ProggyTiny.ttf**, by Tristan Grimmer
+ MIT License
+ (recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
+ http://www.proggyfonts.net/
+
+**Karla-Regular.ttf**, by Jonathan Pinhorn
+ SIL OPEN FONT LICENSE Version 1.1
+
+##### [Return to Index](#index)
+
+## Font Links
+
+#### ICON FONTS
+
+- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
+- FontAwesome https://fortawesome.github.io/Font-Awesome
+- OpenFontIcons https://github.com/traverseda/OpenFontIcons
+- Google Icon Fonts https://design.google.com/icons/
+- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
+- IcoMoon - Custom Icon font builder https://icomoon.io/app
+
+#### REGULAR FONTS
+
+- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
+- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
+- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
+
+#### MONOSPACE FONTS
+
+Pixel Perfect:
+- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
+- 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
+- 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/
+
+Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
+
+##### [Return to Index](#index)
diff --git a/external/imgui/imgui/docs/README.md b/external/imgui/imgui/docs/README.md
new file mode 100644
index 0000000..10e7bde
--- /dev/null
+++ b/external/imgui/imgui/docs/README.md
@@ -0,0 +1,214 @@
+Dear ImGui
+=====
+
+
"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."
-ryg
+
+----
+
+[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
+
+(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)
+
+Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
+ _E-mail: contact @ dearimgui dot com_
+ Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
+
+| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
+:----------------------------------------------------------: |
+| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
+| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](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 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.
+
+ - Minimize state synchronization.
+ - Minimize state storage on user side.
+ - Minimize setup and maintenance.
+ - Easy to use to create dynamic UI which are the reflection of a dynamic data set.
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption.
+ - Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
+
+### Usage
+
+**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
+
+**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. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
+
+After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
+```cpp
+ImGui::Text("Hello, world %d", 123);
+if (ImGui::Button("Save"))
+ MySaveFunction();
+ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
+ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+```
+![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png)
+![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png)
+
+```cpp
+// Create a window called "My First Tool", with a menu bar.
+ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
+if (ImGui::BeginMenuBar())
+{
+ if (ImGui::BeginMenu("File"))
+ {
+ if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
+ if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
+ if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
+ ImGui::EndMenu();
+ }
+ ImGui::EndMenuBar();
+}
+
+// Edit a color stored as 4 floats
+ImGui::ColorEdit4("Color", my_color);
+
+// Generate samples and plot them
+float samples[100];
+for (int n = 0; n < 100; n++)
+ samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
+ImGui::PlotLines("Samples", samples, 100);
+
+// Display contents in a scrolling region
+ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
+ImGui::BeginChild("Scrolling");
+for (int n = 0; n < 50; n++)
+ ImGui::Text("%04d: Some text", n);
+ImGui::EndChild();
+ImGui::End();
+```
+![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif)
+
+Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
+
+### How it works
+
+The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
+
+Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
+
+_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
+
+### Releases & Changelogs
+
+See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
+Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
+
+### 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).
+
+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-20230704.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20230704.zip) (Windows, 1.89.7, built 2023/07/04, 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
+
+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.
+
+See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). 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 [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) 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!**
+
+Officially maintained backends/bindings (in repository):
+- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, 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, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
+- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, 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.
+
+[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. One of the most notable and well supported extension is [ImPlot](https://github.com/epezent/implot).
+
+Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
+
+### Gallery
+
+For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
+
+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.
+
+| | |
+|--|--|
+| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch) [![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017) [![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
+| Custom engine (untitled) [![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy)) [![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
+
+### Support, Frequently Asked Questions (FAQ)
+
+See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
+
+See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
+
+See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
+
+See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
+
+See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
+
+Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
+
+Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
+
+**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.
+
+**Who uses Dear ImGui?**
+
+See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), 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/6478)!
+
+How to help
+-----------
+
+**How can I help?**
+
+- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues) and [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
+- 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.
+- Have your company financially support this project with invoiced sponsoring/support contracts 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
+--------
+
+Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
+ Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
+ From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
+
+**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.
+- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
+- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
+
+Credits
+-------
+
+Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
+
+Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine)).
+
+Sponsoring, support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
+
+Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
+
+Embeds [ProggyClean.ttf](http://upperbounds.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.
+
+License
+-------
+
+Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
diff --git a/external/imgui/imgui/docs/TODO.txt b/external/imgui/imgui/docs/TODO.txt
new file mode 100644
index 0000000..36cf513
--- /dev/null
+++ b/external/imgui/imgui/docs/TODO.txt
@@ -0,0 +1,347 @@
+dear imgui
+ISSUES & TODO LIST
+
+Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
+THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
+The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
+It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
+
+ - doc: 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)
+ - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
+ - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
+ - window: begin with *p_open == false could return false.
+ - window: get size/pos helpers given names (see discussion in #249)
+ - window: when window is very small, prioritize resize button over close button.
+ - window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon?
+ - window: expose contents size. (#1045)
+ - 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/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.
+ ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
+ - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
+ - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
+ - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
+ - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
+
+ - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
+ ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
+ - 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: 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.
+ - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
+
+ - items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
+
+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
+ - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
+ - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
+ - widgets: start exposing PushItemFlag() and ImGuiItemFlags
+ - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
+ - widgets: activate by identifier (trigger button, focus given id)
+ - widgets: custom glyph/shapes replacements for stock sapes. (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)
+ - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
+ - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
+ - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
+ - input text: hover tooltip could show unclamped text
+ - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
+ - input text: option to Tab after an Enter validation.
+ - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
+ - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
+ - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
+ - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
+ - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
+ - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
+ - input text: global callback system so user can plug in an expression evaluator easily. (#1691)
+ - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
+ - input text: a way to preview completion (e.g. disabled text completing from the cursor)
+ - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
+ - input text: a way for the user to provide syntax coloring.
+ - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
+ - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
+ - input text multi-line: support for copy/cut without selection (copy/cut current line?)
+ - input text multi-line: line numbers? status bar? (follow up on #200)
+ - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
+ - 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
+
+ - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
+ - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
+ - layout: horizontal layout helper (#97)
+ - layout: horizontal flow until no space left (#404)
+ - layout: more generic alignment state (left/right/centered) for single items?
+ - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
+ - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
+ - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
+ - layout: (R&D) local multi-pass layout mode.
+ - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
+
+ - tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
+
+ - group: BeginGroup() needs a border option. (~#1496)
+ - group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
+ - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
+
+!- color: the color conversion helpers/types are a mess and needs sorting out.
+ - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
+
+ - plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot
+ - (plot: deleted all other todo lines on 2023-06-28)
+
+ - clipper: ability to disable the clipping through a simple flag/bool.
+ - clipper: ability to run without knowing full count in advance.
+ - clipper: horizontal clipping support. (#2580)
+
+ - separator: expose flags (#759)
+ - separator: take indent into consideration (optional)
+ - separator: width, thickness, centering (#1643)
+ - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
+
+ - docking: merge docking branch (#2109)
+
+ - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
+ - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
+ - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
+ - tabs: explicit api (even if internal) to cleanly manipulate tab order.
+
+ - 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: 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)
+ - slider: style: fill % of the bar instead of positioning a drag.
+ - knob: rotating knob widget (#942)
+ - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
+ - drag float: up/down axis
+ - drag float: power != 0.0f with current value being outside the range keeps the value stuck.
+ - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
+
+ - combo: use clipper.
+ - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
+ - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
+ - listbox: multiple selection (WIP range-select branch)
+ - listbox: unselect option (#1208)
+ - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
+ - listbox: user may want to initial scroll to focus on the one selected value?
+ - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
+ - listbox: scrolling should track modified selection.
+ - listbox: future api should allow to enable horizontal scrolling (#2510)
+
+!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
+ - modals: make modal title bar blink when trying to click outside the modal
+ - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
+ - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
+ - popups: clicking outside (to close popup) and holding shouldn't drag window below.
+ - popups: add variant using global identifier similar to Begin/End (#402)
+ - popups: border options. richer api like BeginChild() perhaps? (#197)
+ - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
+
+ - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
+ - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
+ - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
+
+ - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
+ - shortcuts: local-style shortcut api, e.g. parse "&Save"
+ - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
+ - shortcuts: programmatically access shortcuts "Focus("&Save"))
+ - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
+ - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
+ - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
+
+ - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
+ - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
+ - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
+ - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
+ - tree node: leaf/non-leaf highlight mismatch.
+ - tree node: flag to disable formatting and/or detect "%s"
+ - 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: 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)
+ - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
+ - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
+ - style: global scale setting.
+ - style: FramePadding could be different for up vs down (#584)
+ - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
+ - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
+ - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
+ - style editor: color child window height expressed in multiple of line height.
+
+ - log: improve logging of ArrowButton, ListBox, TabItem
+ - log: carry on indent / tree depth when opening a child window
+ - log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
+ - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
+ - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
+ - 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: handle wild-cards (with implicit leading/trailing *), reg-exprs
+ - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
+
+ - drag and drop: focus drag target window on hold (even without open)
+ - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
+ - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
+ - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
+ - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
+ - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
+ - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
+ - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
+ - drag and drop: allow for multiple payload types. (#143)
+ - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
+ - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
+ - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
+
+ - markup: simple markup language for color change? (#902, #3130)
+
+ - text: selectable text (for copy) as a generic feature (ItemFlags?)
+ - text: proper alignment options in imgui_internal.h
+ - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
+ - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
+ - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
+ - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
+ - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
+ - text/wrapped: custom separator for text wrapping. (#3002)
+ - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
+
+ - 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: 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.
+ - font/draw: fix for drawing 16k+ visible characters in same call.
+ - font/draw: underline, squiggle line rendering helpers.
+ - 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: visual feedback on button press.
+ - 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: 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: 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.
+ - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
+ - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
+ - nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
+ - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
+ - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
+ - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
+ - nav/menus: allow pressing Menu to leave a sub-menu.
+ - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
+ - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
+ - nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
+ - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
+ - nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
+ - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
+ - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
+
+ - inputs: support track pad style scrolling & slider edit.
+ - inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
+ - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
+ - inputs/scrolling: support for smooth scrolling (#2462, #2569)
+
+ - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily.
+ - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
+ - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
+ - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
+ - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
+ - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
+ - misc: use more size_t in public api?
+ - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
+ - misc: possible compile-time support for wchar_t instead of char*?
+
+ - demo: demonstrate using PushStyleVar() in more details.
+ - demo: add vertical separator demo
+ - demo: add virtual scrolling example?
+ - demo: demonstrate Plot offset
+ - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
+
+ - examples: window minimize, maximize (#583)
+ - examples: provide a zero frame-rate/idle example.
+ - examples: dx11/dx12: try to use new swapchain blit models (#2970)
+ - 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)
+ - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
+ - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
+ - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
+ - backends: 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)
+
+ - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
+
+ - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
+ - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
+ - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
+ - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
+ - optimization: use another hash function than crc32, e.g. FNV1a
+ - optimization: turn some the various stack vectors into statically-sized arrays
diff --git a/external/imgui/imgui/examples/README.txt b/external/imgui/imgui/examples/README.txt
new file mode 100644
index 0000000..6db2f3c
--- /dev/null
+++ b/external/imgui/imgui/examples/README.txt
@@ -0,0 +1,9 @@
+See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
+
+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!
+
+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/external/imgui/imgui/examples/example_allegro5/README.md b/external/imgui/imgui/examples/example_allegro5/README.md
new file mode 100644
index 0000000..4af31f6
--- /dev/null
+++ b/external/imgui/imgui/examples/example_allegro5/README.md
@@ -0,0 +1,36 @@
+
+# Configuration
+
+Dear ImGui outputs 16-bit vertex indices by default.
+Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
+You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
+We are providing `imconfig_allegro5.h` that enables 32-bit indices.
+Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
+
+# How to Build
+
+### On Ubuntu 14.04+ and macOS
+
+```bash
+g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
+```
+
+On macOS, install Allegro with homebrew: `brew install allegro`.
+
+### On Windows with Visual Studio's CLI
+
+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
+```
+
+Build:
+```
+set ALLEGRODIR=path_to_your_allegro5_folder
+cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
+```
diff --git a/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj b/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj
new file mode 100644
index 0000000..02f6a47
--- /dev/null
+++ b/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj
@@ -0,0 +1,185 @@
+
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+
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+ msvcrt.lib
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+
+
+
+
+
\ No newline at end of file
diff --git a/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters b/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
new file mode 100644
index 0000000..84881d3
--- /dev/null
+++ b/external/imgui/imgui/examples/example_allegro5/example_allegro5.vcxproj.filters
@@ -0,0 +1,61 @@
+
+
+
+
+ {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
+
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/external/imgui/imgui/examples/example_allegro5/imconfig_allegro5.h b/external/imgui/imgui/examples/example_allegro5/imconfig_allegro5.h
new file mode 100644
index 0000000..35afa67
--- /dev/null
+++ b/external/imgui/imgui/examples/example_allegro5/imconfig_allegro5.h
@@ -0,0 +1,11 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
+// See imconfig.h for the full template
+// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
+// This allows us to avoid converting vertices format at runtime
+#define ImDrawIdx int
diff --git a/external/imgui/imgui/examples/example_allegro5/main.cpp b/external/imgui/imgui/examples/example_allegro5/main.cpp
new file mode 100644
index 0000000..58045ae
--- /dev/null
+++ b/external/imgui/imgui/examples/example_allegro5/main.cpp
@@ -0,0 +1,145 @@
+// Dear ImGui: standalone example application for Allegro 5
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// On Windows, you can install Allegro5 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 and libs in Visual Studio
+
+#include
+#include
+#include
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+int main(int, char**)
+{
+ // Setup Allegro
+ al_init();
+ al_install_keyboard();
+ al_install_mouse();
+ al_init_primitives_addon();
+ al_set_new_display_flags(ALLEGRO_RESIZABLE);
+ ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
+ 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));
+ al_register_event_source(queue, al_get_keyboard_event_source());
+ al_register_event_source(queue, al_get_mouse_event_source());
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplAllegro5_Init(display);
+
+ // 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);
+
+ 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 running = true;
+ while (running)
+ {
+ // 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.
+ ALLEGRO_EVENT ev;
+ while (al_get_next_event(queue, &ev))
+ {
+ ImGui_ImplAllegro5_ProcessEvent(&ev);
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+ running = false;
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+ {
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ al_acknowledge_resize(display);
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplAllegro5_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();
+ al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
+ ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
+ al_flip_display();
+ }
+
+ // Cleanup
+ ImGui_ImplAllegro5_Shutdown();
+ ImGui::DestroyContext();
+ al_destroy_event_queue(queue);
+ al_destroy_display(display);
+
+ return 0;
+}
diff --git a/external/imgui/imgui/examples/example_android_opengl3/CMakeLists.txt b/external/imgui/imgui/examples/example_android_opengl3/CMakeLists.txt
new file mode 100644
index 0000000..63531f4
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/CMakeLists.txt
@@ -0,0 +1,40 @@
+cmake_minimum_required(VERSION 3.6)
+
+project(ImGuiExample)
+
+set(CMAKE_CXX_STANDARD 11)
+set(CMAKE_CXX_STANDARD_REQUIRED ON)
+set(CMAKE_CXX_EXTENSIONS OFF)
+
+add_library(${CMAKE_PROJECT_NAME} SHARED
+ ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
+ ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
+)
+
+set(CMAKE_SHARED_LINKER_FLAGS
+ "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
+)
+
+target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
+ IMGUI_IMPL_OPENGL_ES3
+)
+
+target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
+ ${CMAKE_CURRENT_SOURCE_DIR}/../..
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends
+ ${ANDROID_NDK}/sources/android/native_app_glue
+)
+
+target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
+ android
+ EGL
+ GLESv3
+ log
+)
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/.gitignore b/external/imgui/imgui/examples/example_android_opengl3/android/.gitignore
new file mode 100644
index 0000000..3c7a619
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/.gitignore
@@ -0,0 +1,12 @@
+.cxx
+.externalNativeBuild
+build/
+*.iml
+
+.idea
+.gradle
+local.properties
+
+# Android Studio puts a Gradle wrapper here, that we don't want:
+gradle/
+gradlew*
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/app/build.gradle b/external/imgui/imgui/examples/example_android_opengl3/android/app/build.gradle
new file mode 100644
index 0000000..53181ba
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/app/build.gradle
@@ -0,0 +1,46 @@
+apply plugin: 'com.android.application'
+apply plugin: 'kotlin-android'
+
+android {
+ compileSdkVersion 33
+ buildToolsVersion "33.0.2"
+ ndkVersion "25.2.9519653"
+
+ defaultConfig {
+ applicationId "imgui.example.android"
+ namespace "imgui.example.android"
+ minSdkVersion 24
+ targetSdkVersion 33
+ versionCode 1
+ versionName "1.0"
+ }
+
+ buildTypes {
+ release {
+ minifyEnabled false
+ proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
+ }
+ }
+
+ compileOptions {
+ sourceCompatibility JavaVersion.VERSION_11
+ targetCompatibility JavaVersion.VERSION_11
+ }
+
+ kotlinOptions {
+ jvmTarget="11"
+ }
+
+ externalNativeBuild {
+ cmake {
+ path "../../CMakeLists.txt"
+ version '3.22.1'
+ }
+ }
+}
+repositories {
+ mavenCentral()
+}
+dependencies {
+ implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
+}
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
new file mode 100644
index 0000000..a87b95b
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
@@ -0,0 +1,24 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
new file mode 100644
index 0000000..896a88c
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
@@ -0,0 +1,40 @@
+package imgui.example.android
+
+import android.app.NativeActivity
+import android.os.Bundle
+import android.content.Context
+import android.view.inputmethod.InputMethodManager
+import android.view.KeyEvent
+import java.util.concurrent.LinkedBlockingQueue
+
+class MainActivity : NativeActivity() {
+ public override fun onCreate(savedInstanceState: Bundle?) {
+ super.onCreate(savedInstanceState)
+ }
+
+ fun showSoftInput() {
+ val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+ inputMethodManager.showSoftInput(this.window.decorView, 0)
+ }
+
+ fun hideSoftInput() {
+ val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+ inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
+ }
+
+ // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
+ private var unicodeCharacterQueue: LinkedBlockingQueue = LinkedBlockingQueue()
+
+ // We assume dispatchKeyEvent() of the NativeActivity is actually called for every
+ // KeyEvent and not consumed by any View before it reaches here
+ override fun dispatchKeyEvent(event: KeyEvent): Boolean {
+ if (event.action == KeyEvent.ACTION_DOWN) {
+ unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
+ }
+ return super.dispatchKeyEvent(event)
+ }
+
+ fun pollUnicodeChar(): Int {
+ return unicodeCharacterQueue.poll() ?: 0
+ }
+}
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/build.gradle b/external/imgui/imgui/examples/example_android_opengl3/android/build.gradle
new file mode 100644
index 0000000..ccd2185
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/build.gradle
@@ -0,0 +1,24 @@
+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
+}
diff --git a/external/imgui/imgui/examples/example_android_opengl3/android/settings.gradle b/external/imgui/imgui/examples/example_android_opengl3/android/settings.gradle
new file mode 100644
index 0000000..e7b4def
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/android/settings.gradle
@@ -0,0 +1 @@
+include ':app'
diff --git a/external/imgui/imgui/examples/example_android_opengl3/main.cpp b/external/imgui/imgui/examples/example_android_opengl3/main.cpp
new file mode 100644
index 0000000..80f00a0
--- /dev/null
+++ b/external/imgui/imgui/examples/example_android_opengl3/main.cpp
@@ -0,0 +1,378 @@
+// dear imgui: standalone example application for Android + OpenGL ES 3
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include "imgui_impl_opengl3.h"
+#include
+#include
+#include
+#include
+#include
+#include
+
+// Data
+static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
+static EGLSurface g_EglSurface = EGL_NO_SURFACE;
+static EGLContext g_EglContext = EGL_NO_CONTEXT;
+static struct android_app* g_App = nullptr;
+static bool g_Initialized = false;
+static char g_LogTag[] = "ImGuiExample";
+static std::string g_IniFilename = "";
+
+// Forward declarations of helper functions
+static void Init(struct android_app* app);
+static void Shutdown();
+static void MainLoopStep();
+static int ShowSoftKeyboardInput();
+static int PollUnicodeChars();
+static int GetAssetData(const char* filename, void** out_data);
+
+// Main code
+static void handleAppCmd(struct android_app* app, int32_t appCmd)
+{
+ switch (appCmd)
+ {
+ case APP_CMD_SAVE_STATE:
+ break;
+ case APP_CMD_INIT_WINDOW:
+ Init(app);
+ break;
+ case APP_CMD_TERM_WINDOW:
+ Shutdown();
+ break;
+ case APP_CMD_GAINED_FOCUS:
+ case APP_CMD_LOST_FOCUS:
+ break;
+ }
+}
+
+static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
+{
+ return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
+}
+
+void android_main(struct android_app* app)
+{
+ app->onAppCmd = handleAppCmd;
+ app->onInputEvent = handleInputEvent;
+
+ while (true)
+ {
+ int out_events;
+ 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)
+ {
+ // Process one event
+ if (out_data != nullptr)
+ out_data->process(app, out_data);
+
+ // Exit the app by returning from within the infinite loop
+ if (app->destroyRequested != 0)
+ {
+ // shutdown() should have been called already while processing the
+ // app command APP_CMD_TERM_WINDOW. But we play save here
+ if (!g_Initialized)
+ Shutdown();
+
+ return;
+ }
+ }
+
+ // Initiate a new frame
+ MainLoopStep();
+ }
+}
+
+void Init(struct android_app* app)
+{
+ if (g_Initialized)
+ return;
+
+ g_App = app;
+ ANativeWindow_acquire(g_App->window);
+
+ // Initialize EGL
+ // This is mostly boilerplate code for EGL...
+ {
+ g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (g_EglDisplay == EGL_NO_DISPLAY)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
+
+ if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
+
+ const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
+ EGLint num_configs = 0;
+ if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
+ if (num_configs == 0)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
+
+ // Get the first matching config
+ EGLConfig egl_config;
+ eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
+ EGLint egl_format;
+ eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
+ ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
+
+ const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
+ g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
+
+ if (g_EglContext == EGL_NO_CONTEXT)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
+
+ g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
+ eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
+ }
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Redirect loading/saving of .ini file to our location.
+ // Make sure 'g_IniFilename' persists while we use Dear ImGui.
+ g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
+ io.IniFilename = g_IniFilename.c_str();;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplAndroid_Init(g_App->window);
+ ImGui_ImplOpenGL3_Init("#version 300 es");
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
+
+ // We load the default font with increased size to improve readability on many devices with "high" DPI.
+ // FIXME: Put some effort into DPI awareness.
+ // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
+ ImFontConfig font_cfg;
+ font_cfg.SizePixels = 22.0f;
+ io.Fonts->AddFontDefault(&font_cfg);
+ //void* font_data;
+ //int font_data_size;
+ //ImFont* font;
+ //font_data_size = GetAssetData("segoeui.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
+ //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());
+ //IM_ASSERT(font != nullptr);
+
+ // Arbitrary scale-up
+ // FIXME: Put some effort into DPI awareness
+ ImGui::GetStyle().ScaleAllSizes(3.0f);
+
+ g_Initialized = true;
+}
+
+void MainLoopStep()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (g_EglDisplay == EGL_NO_DISPLAY)
+ return;
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Poll Unicode characters via JNI
+ // FIXME: do not call this every frame because of JNI overhead
+ PollUnicodeChars();
+
+ // Open on-screen (soft) input if requested by Dear ImGui
+ static bool WantTextInputLast = false;
+ if (io.WantTextInput && !WantTextInputLast)
+ ShowSoftKeyboardInput();
+ WantTextInputLast = io.WantTextInput;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplAndroid_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();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ eglSwapBuffers(g_EglDisplay, g_EglSurface);
+}
+
+void Shutdown()
+{
+ if (!g_Initialized)
+ return;
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplAndroid_Shutdown();
+ ImGui::DestroyContext();
+
+ if (g_EglDisplay != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (g_EglContext != EGL_NO_CONTEXT)
+ eglDestroyContext(g_EglDisplay, g_EglContext);
+
+ if (g_EglSurface != EGL_NO_SURFACE)
+ eglDestroySurface(g_EglDisplay, g_EglSurface);
+
+ eglTerminate(g_EglDisplay);
+ }
+
+ g_EglDisplay = EGL_NO_DISPLAY;
+ g_EglContext = EGL_NO_CONTEXT;
+ g_EglSurface = EGL_NO_SURFACE;
+ ANativeWindow_release(g_App->window);
+
+ g_Initialized = false;
+}
+
+// Helper functions
+
+// Unfortunately, there is no way to show the on-screen input from native code.
+// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
+static int ShowSoftKeyboardInput()
+{
+ JavaVM* java_vm = g_App->activity->vm;
+ JNIEnv* java_env = nullptr;
+
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+ if (jni_return == JNI_ERR)
+ return -1;
+
+ jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
+ if (method_id == nullptr)
+ return -4;
+
+ java_env->CallVoidMethod(g_App->activity->clazz, method_id);
+
+ jni_return = java_vm->DetachCurrentThread();
+ if (jni_return != JNI_OK)
+ return -5;
+
+ return 0;
+}
+
+// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
+// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
+// the resulting Unicode characters here via JNI and send them to Dear ImGui.
+static int PollUnicodeChars()
+{
+ JavaVM* java_vm = g_App->activity->vm;
+ JNIEnv* java_env = nullptr;
+
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+ if (jni_return == JNI_ERR)
+ return -1;
+
+ jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
+ if (method_id == nullptr)
+ return -4;
+
+ // Send the actual characters to Dear ImGui
+ ImGuiIO& io = ImGui::GetIO();
+ jint unicode_character;
+ while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
+ io.AddInputCharacter(unicode_character);
+
+ jni_return = java_vm->DetachCurrentThread();
+ if (jni_return != JNI_OK)
+ return -5;
+
+ return 0;
+}
+
+// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
+static int GetAssetData(const char* filename, void** outData)
+{
+ int num_bytes = 0;
+ AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
+ if (asset_descriptor)
+ {
+ num_bytes = AAsset_getLength(asset_descriptor);
+ *outData = IM_ALLOC(num_bytes);
+ int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
+ AAsset_close(asset_descriptor);
+ IM_ASSERT(num_bytes_read == num_bytes);
+ }
+ return num_bytes;
+}
diff --git a/external/imgui/imgui/examples/example_apple_metal/README.md b/external/imgui/imgui/examples/example_apple_metal/README.md
new file mode 100644
index 0000000..48a2b57
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/README.md
@@ -0,0 +1,10 @@
+# iOS / OSX Metal example
+
+## Introduction
+
+This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+
+Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
+
+
+
diff --git a/external/imgui/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/external/imgui/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
new file mode 100644
index 0000000..4bb4fc2
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -0,0 +1,503 @@
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diff --git a/external/imgui/imgui/examples/example_apple_metal/iOS/Info-iOS.plist b/external/imgui/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
new file mode 100644
index 0000000..93ef078
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/iOS/Info-iOS.plist
@@ -0,0 +1,49 @@
+
+
+
+
+ CFBundleDevelopmentRegion
+ $(DEVELOPMENT_LANGUAGE)
+ CFBundleExecutable
+ $(EXECUTABLE_NAME)
+ CFBundleIdentifier
+ $(PRODUCT_BUNDLE_IDENTIFIER)
+ CFBundleInfoDictionaryVersion
+ 6.0
+ CFBundleName
+ imgui
+ CFBundlePackageType
+ APPL
+ CFBundleShortVersionString
+ 1.0
+ CFBundleVersion
+ 1
+ LSRequiresIPhoneOS
+
+ UILaunchStoryboardName
+ LaunchScreen
+ UIRequiredDeviceCapabilities
+
+ armv7
+ metal
+
+ UIRequiresFullScreen
+
+ UIStatusBarHidden
+
+ UISupportedInterfaceOrientations
+
+ UIInterfaceOrientationPortrait
+ UIInterfaceOrientationLandscapeLeft
+ UIInterfaceOrientationLandscapeRight
+ UIInterfaceOrientationPortraitUpsideDown
+
+ UISupportedInterfaceOrientations~ipad
+
+ UIInterfaceOrientationPortrait
+ UIInterfaceOrientationPortraitUpsideDown
+ UIInterfaceOrientationLandscapeLeft
+ UIInterfaceOrientationLandscapeRight
+
+
+
diff --git a/external/imgui/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard b/external/imgui/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard
new file mode 100644
index 0000000..12c52cf
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard
@@ -0,0 +1,27 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/external/imgui/imgui/examples/example_apple_metal/macOS/Info-macOS.plist b/external/imgui/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
new file mode 100644
index 0000000..6f4a2b2
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/macOS/Info-macOS.plist
@@ -0,0 +1,30 @@
+
+
+
+
+ CFBundleDevelopmentRegion
+ $(DEVELOPMENT_LANGUAGE)
+ CFBundleExecutable
+ $(EXECUTABLE_NAME)
+ CFBundleIconFile
+
+ CFBundleIdentifier
+ $(PRODUCT_BUNDLE_IDENTIFIER)
+ CFBundleInfoDictionaryVersion
+ 6.0
+ CFBundleName
+ imgui
+ CFBundlePackageType
+ APPL
+ CFBundleShortVersionString
+ 1.0
+ CFBundleVersion
+ 1
+ LSMinimumSystemVersion
+ $(MACOSX_DEPLOYMENT_TARGET)
+ NSMainStoryboardFile
+ MainMenu
+ NSPrincipalClass
+ NSApplication
+
+
diff --git a/external/imgui/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard b/external/imgui/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard
new file mode 100644
index 0000000..38ad432
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/macOS/MainMenu.storyboard
@@ -0,0 +1,93 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/external/imgui/imgui/examples/example_apple_metal/main.mm b/external/imgui/imgui/examples/example_apple_metal/main.mm
new file mode 100644
index 0000000..f260701
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_metal/main.mm
@@ -0,0 +1,333 @@
+// Dear ImGui: standalone example application for OSX + Metal.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#import
+
+#if TARGET_OS_OSX
+#import
+#else
+#import
+#endif
+
+#import
+#import
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+#if TARGET_OS_OSX
+#include "imgui_impl_osx.h"
+@interface AppViewController : NSViewController
+@end
+#else
+@interface AppViewController : UIViewController
+@end
+#endif
+
+@interface AppViewController ()
+@property (nonatomic, readonly) MTKView *mtkView;
+@property (nonatomic, strong) id device;
+@property (nonatomic, strong) id commandQueue;
+@end
+
+//-----------------------------------------------------------------------------------
+// AppViewController
+//-----------------------------------------------------------------------------------
+
+@implementation AppViewController
+
+-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
+{
+ self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
+
+ _device = MTLCreateSystemDefaultDevice();
+ _commandQueue = [_device newCommandQueue];
+
+ if (!self.device)
+ {
+ NSLog(@"Metal is not supported");
+ abort();
+ }
+
+ // Setup Dear ImGui context
+ // FIXME: This example doesn't have proper cleanup...
+ 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 Renderer backend
+ 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).
+ // - 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);
+
+ return self;
+}
+
+-(MTKView *)mtkView
+{
+ return (MTKView *)self.view;
+}
+
+-(void)loadView
+{
+ self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
+}
+
+-(void)viewDidLoad
+{
+ [super viewDidLoad];
+
+ self.mtkView.device = self.device;
+ self.mtkView.delegate = self;
+
+#if TARGET_OS_OSX
+ ImGui_ImplOSX_Init(self.view);
+ [NSApp activateIgnoringOtherApps:YES];
+#endif
+}
+
+-(void)drawInMTKView:(MTKView*)view
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize.x = view.bounds.size.width;
+ io.DisplaySize.y = view.bounds.size.height;
+
+#if TARGET_OS_OSX
+ CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
+#else
+ CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
+#endif
+ io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
+
+ id commandBuffer = [self.commandQueue commandBuffer];
+
+ MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
+ if (renderPassDescriptor == nil)
+ {
+ [commandBuffer commit];
+ return;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+#if TARGET_OS_OSX
+ ImGui_ImplOSX_NewFrame(view);
+#endif
+ ImGui::NewFrame();
+
+ // Our state (make them static = more or less global) as a convenience to keep the example terse.
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (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();
+
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
+ ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ // Present
+ [commandBuffer presentDrawable:view.currentDrawable];
+ [commandBuffer commit];
+}
+
+-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
+{
+}
+
+//-----------------------------------------------------------------------------------
+// Input processing
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+- (void)viewWillAppear
+{
+ [super viewWillAppear];
+ self.view.window.delegate = self;
+}
+
+- (void)windowWillClose:(NSNotification *)notification
+{
+ ImGui_ImplMetal_Shutdown();
+ ImGui_ImplOSX_Shutdown();
+ ImGui::DestroyContext();
+}
+
+#else
+
+// This touch mapping is super cheesy/hacky. We treat any touch on the screen
+// as if it were a depressed left mouse button, and we don't bother handling
+// multitouch correctly at all. This causes the "cursor" to behave very erratically
+// when there are multiple active touches. But for demo purposes, single-touch
+// interaction actually works surprisingly well.
+-(void)updateIOWithTouchEvent:(UIEvent *)event
+{
+ UITouch *anyTouch = event.allTouches.anyObject;
+ CGPoint touchLocation = [anyTouch locationInView:self.view];
+ ImGuiIO &io = ImGui::GetIO();
+ io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+ io.AddMousePosEvent(touchLocation.x, touchLocation.y);
+
+ BOOL hasActiveTouch = NO;
+ for (UITouch *touch in event.allTouches)
+ {
+ if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
+ {
+ hasActiveTouch = YES;
+ break;
+ }
+ }
+ io.AddMouseButtonEvent(0, hasActiveTouch);
+}
+
+-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+
+#endif
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+@interface AppDelegate : NSObject
+@property (nonatomic, strong) NSWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
+{
+ return YES;
+}
+
+-(instancetype)init
+{
+ if (self = [super init])
+ {
+ NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
+ self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
+ styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
+ backing:NSBackingStoreBuffered
+ defer:NO];
+ self.window.contentViewController = rootViewController;
+ [self.window center];
+ [self.window makeKeyAndOrderFront:self];
+ }
+ return self;
+}
+
+@end
+
+#else
+
+@interface AppDelegate : UIResponder
+@property (strong, nonatomic) UIWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)application:(UIApplication *)application
+ didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
+{
+ UIViewController *rootViewController = [[AppViewController alloc] init];
+ self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
+ self.window.rootViewController = rootViewController;
+ [self.window makeKeyAndVisible];
+ return YES;
+}
+
+@end
+
+#endif
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+int main(int argc, const char * argv[])
+{
+ return NSApplicationMain(argc, argv);
+}
+
+#else
+
+int main(int argc, char * argv[])
+{
+ @autoreleasepool
+ {
+ return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
+ }
+}
+
+#endif
diff --git a/external/imgui/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/external/imgui/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
new file mode 100644
index 0000000..a168373
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -0,0 +1,332 @@
+// !$*UTF8*$!
+{
+ archiveVersion = 1;
+ classes = {
+ };
+ objectVersion = 48;
+ objects = {
+
+/* Begin PBXBuildFile section */
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+/* End PBXBuildFile section */
+
+/* Begin PBXCopyFilesBuildPhase section */
+ 4080A96920B029B00036BA46 /* CopyFiles */ = {
+ isa = PBXCopyFilesBuildPhase;
+ buildActionMask = 2147483647;
+ dstPath = /usr/share/man/man1/;
+ dstSubfolderSpec = 0;
+ files = (
+ );
+ runOnlyForDeploymentPostprocessing = 1;
+ };
+/* End PBXCopyFilesBuildPhase section */
+
+/* Begin PBXFileReference section */
+ 05E31B57274EF0360083FCB6 /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
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+/* End PBXFileReference section */
+
+/* Begin PBXFrameworksBuildPhase section */
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+ buildActionMask = 2147483647;
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+ 4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */,
+ 05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */,
+ );
+ runOnlyForDeploymentPostprocessing = 0;
+ };
+/* End PBXFrameworksBuildPhase section */
+
+/* Begin PBXGroup section */
+ 4080A96220B029B00036BA46 = {
+ isa = PBXGroup;
+ children = (
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+ 4080A98A20B02CD90036BA46 /* main.mm */,
+ 4080A96C20B029B00036BA46 /* Products */,
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+ };
+ 4080A96C20B029B00036BA46 /* Products */ = {
+ isa = PBXGroup;
+ children = (
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+ };
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+ name = Frameworks;
+ sourceTree = "";
+ };
+/* End PBXGroup section */
+
+/* Begin PBXNativeTarget section */
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+ isa = PBXNativeTarget;
+ buildConfigurationList = 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */;
+ buildPhases = (
+ 4080A96720B029B00036BA46 /* Sources */,
+ 4080A96820B029B00036BA46 /* Frameworks */,
+ 4080A96920B029B00036BA46 /* CopyFiles */,
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+/* Begin PBXSourcesBuildPhase section */
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+ CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
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+ CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
+ CLANG_WARN_UNREACHABLE_CODE = YES;
+ CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
+ CODE_SIGN_IDENTITY = "-";
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+ CLANG_WARN_EMPTY_BODY = YES;
+ CLANG_WARN_ENUM_CONVERSION = YES;
+ CLANG_WARN_INFINITE_RECURSION = YES;
+ CLANG_WARN_INT_CONVERSION = YES;
+ CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
+ CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
+ CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
+ CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
+ CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
+ CLANG_WARN_STRICT_PROTOTYPES = YES;
+ CLANG_WARN_SUSPICIOUS_MOVE = YES;
+ CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
+ CLANG_WARN_UNREACHABLE_CODE = YES;
+ CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
+ CODE_SIGN_IDENTITY = "-";
+ COPY_PHASE_STRIP = NO;
+ DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
+ ENABLE_NS_ASSERTIONS = NO;
+ ENABLE_STRICT_OBJC_MSGSEND = YES;
+ GCC_C_LANGUAGE_STANDARD = gnu11;
+ GCC_NO_COMMON_BLOCKS = YES;
+ GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
+ GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
+ GCC_WARN_UNDECLARED_SELECTOR = YES;
+ GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
+ GCC_WARN_UNUSED_FUNCTION = YES;
+ GCC_WARN_UNUSED_VARIABLE = YES;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
+ MTL_ENABLE_DEBUG_INFO = NO;
+ SDKROOT = macosx;
+ };
+ name = Release;
+ };
+ 4080A97320B029B00036BA46 /* Debug */ = {
+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
+ PRODUCT_NAME = "$(TARGET_NAME)";
+ USER_HEADER_SEARCH_PATHS = ../..;
+ };
+ name = Debug;
+ };
+ 4080A97420B029B00036BA46 /* Release */ = {
+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.12;
+ PRODUCT_NAME = "$(TARGET_NAME)";
+ USER_HEADER_SEARCH_PATHS = ../..;
+ };
+ name = Release;
+ };
+/* End XCBuildConfiguration section */
+
+/* Begin XCConfigurationList section */
+ 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 4080A97020B029B00036BA46 /* Debug */,
+ 4080A97120B029B00036BA46 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+ 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 4080A97320B029B00036BA46 /* Debug */,
+ 4080A97420B029B00036BA46 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+/* End XCConfigurationList section */
+ };
+ rootObject = 4080A96320B029B00036BA46 /* Project object */;
+}
diff --git a/external/imgui/imgui/examples/example_apple_opengl2/main.mm b/external/imgui/imgui/examples/example_apple_opengl2/main.mm
new file mode 100644
index 0000000..54c2aa7
--- /dev/null
+++ b/external/imgui/imgui/examples/example_apple_opengl2/main.mm
@@ -0,0 +1,252 @@
+// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#import
+#import
+#import
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#include "imgui_impl_osx.h"
+
+//-----------------------------------------------------------------------------------
+// AppView
+//-----------------------------------------------------------------------------------
+
+@interface AppView : NSOpenGLView
+{
+ NSTimer* animationTimer;
+}
+@end
+
+@implementation AppView
+
+-(void)prepareOpenGL
+{
+ [super prepareOpenGL];
+
+#ifndef DEBUG
+ GLint swapInterval = 1;
+ [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
+ if (swapInterval == 0)
+ NSLog(@"Error: Cannot set swap interval.");
+#endif
+}
+
+-(void)initialize
+{
+ // Setup Dear ImGui context
+ // FIXME: This example doesn't have proper cleanup...
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplOSX_Init(self);
+ ImGui_ImplOpenGL2_Init();
+
+ // 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);
+}
+
+-(void)updateAndDrawDemoView
+{
+ // Start the Dear ImGui frame
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplOSX_NewFrame(self);
+ ImGui::NewFrame();
+
+ // Our state (make them static = more or less global) as a convenience to keep the example terse.
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (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();
+
+ [[self openGLContext] makeCurrentContext];
+ GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ glViewport(0, 0, width, height);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ ImGui_ImplOpenGL2_RenderDrawData(draw_data);
+
+ // Present
+ [[self openGLContext] flushBuffer];
+
+ if (!animationTimer)
+ animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
+}
+
+-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
+-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
+-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
+-(void)dealloc { animationTimer = nil; }
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+@interface AppDelegate : NSObject
+@property (nonatomic, readonly) NSWindow* window;
+@end
+
+@implementation AppDelegate
+@synthesize window = _window;
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
+{
+ return YES;
+}
+
+-(NSWindow*)window
+{
+ if (_window != nil)
+ return (_window);
+
+ NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
+
+ _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
+ [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ [_window setAcceptsMouseMovedEvents:YES];
+ [_window setOpaque:YES];
+ [_window makeKeyAndOrderFront:NSApp];
+
+ return (_window);
+}
+
+-(void)setupMenu
+{
+ NSMenu* mainMenuBar = [[NSMenu alloc] init];
+ NSMenu* appMenu;
+ NSMenuItem* menuItem;
+
+ appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
+ [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
+
+ menuItem = [[NSMenuItem alloc] init];
+ [menuItem setSubmenu:appMenu];
+
+ [mainMenuBar addItem:menuItem];
+
+ appMenu = nil;
+ [NSApp setMainMenu:mainMenuBar];
+}
+
+-(void)dealloc
+{
+ _window = nil;
+}
+
+-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
+{
+ // Make the application a foreground application (else it won't receive keyboard events)
+ ProcessSerialNumber psn = {0, kCurrentProcess};
+ TransformProcessType(&psn, kProcessTransformToForegroundApplication);
+
+ // Menu
+ [self setupMenu];
+
+ NSOpenGLPixelFormatAttribute attrs[] =
+ {
+ NSOpenGLPFADoubleBuffer,
+ NSOpenGLPFADepthSize, 32,
+ 0
+ };
+
+ NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
+ format = nil;
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ [view setWantsBestResolutionOpenGLSurface:YES];
+#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ [self.window setContentView:view];
+
+ if ([view openGLContext] == nil)
+ NSLog(@"No OpenGL Context!");
+
+ [view initialize];
+}
+
+@end
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+int main(int argc, const char* argv[])
+{
+ @autoreleasepool
+ {
+ NSApp = [NSApplication sharedApplication];
+ AppDelegate* delegate = [[AppDelegate alloc] init];
+ [[NSApplication sharedApplication] setDelegate:delegate];
+ [NSApp run];
+ }
+ return NSApplicationMain(argc, argv);
+}
diff --git a/external/imgui/imgui/examples/example_emscripten_wgpu/Makefile b/external/imgui/imgui/examples/example_emscripten_wgpu/Makefile
new file mode 100644
index 0000000..5c79f0c
--- /dev/null
+++ b/external/imgui/imgui/examples/example_emscripten_wgpu/Makefile
@@ -0,0 +1,88 @@
+#
+# 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` will produce three files:
+# - web/index.html (current stored in the repository)
+# - 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.js
+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_wgpu.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(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 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/external/imgui/imgui/examples/example_emscripten_wgpu/README.md b/external/imgui/imgui/examples/example_emscripten_wgpu/README.md
new file mode 100644
index 0000000..c4c4dec
--- /dev/null
+++ b/external/imgui/imgui/examples/example_emscripten_wgpu/README.md
@@ -0,0 +1,24 @@
+## How to Build
+
+- 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` while in the `example_emscripten_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_emscripten_opengl3.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/external/imgui/imgui/examples/example_emscripten_wgpu/main.cpp b/external/imgui/imgui/examples/example_emscripten_wgpu/main.cpp
new file mode 100644
index 0000000..9edf2d3
--- /dev/null
+++ b/external/imgui/imgui/examples/example_emscripten_wgpu/main.cpp
@@ -0,0 +1,246 @@
+// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
+// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_wgpu.h"
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+
+// Global WebGPU required states
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUSwapChain wgpu_swap_chain = nullptr;
+static int wgpu_swap_chain_width = 0;
+static int wgpu_swap_chain_height = 0;
+
+// Forward declarations
+static void MainLoopStep(void* window);
+static bool InitWGPU();
+static void print_glfw_error(int error, const char* description);
+static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(print_glfw_error);
+ if (!glfwInit())
+ return 1;
+
+ // 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(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
+ if (!window)
+ {
+ glfwTerminate();
+ return 1;
+ }
+
+ // Initialize the WebGPU environment
+ if (!InitWGPU())
+ {
+ if (window)
+ glfwDestroyWindow(window);
+ glfwTerminate();
+ return 1;
+ }
+ glfwShowWindow(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
+
+ // 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;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOther(window, true);
+ ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined);
+
+ // 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 \\ !
+ // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
+ //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());
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // This function will directly return and exit the main function.
+ // Make sure that no required objects get cleaned up.
+ // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
+ emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
+
+ return 0;
+}
+
+static bool InitWGPU()
+{
+ wgpu_device = emscripten_webgpu_get_device();
+ if (!wgpu_device)
+ return false;
+
+ wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
+
+ // Use C++ wrapper due to misbehavior in Emscripten.
+ // Some offset computation for wgpuInstanceCreateSurface in JavaScript
+ // seem to be inline with struct alignments in the C++ structure
+ wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.selector = "#canvas";
+
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc;
+
+ // Use 'null' instance
+ wgpu::Instance instance = {};
+ wgpu_surface = instance.CreateSurface(&surface_desc).Release();
+
+ return true;
+}
+
+static void MainLoopStep(void* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ glfwPollEvents();
+
+ int width, height;
+ glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
+
+ // React to changes in screen size
+ if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
+ {
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+ 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 = WGPUTextureFormat_RGBA8Unorm;
+ 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_CreateDeviceObjects();
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (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();
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ 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);
+ 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);
+ WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
+ wgpuQueueSubmit(queue, 1, &cmd_buffer);
+}
+
+static void print_glfw_error(int error, const char* description)
+{
+ printf("GLFW Error %d: %s\n", error, description);
+}
+
+static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
+{
+ 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);
+}
diff --git a/external/imgui/imgui/examples/example_emscripten_wgpu/web/index.html b/external/imgui/imgui/examples/example_emscripten_wgpu/web/index.html
new file mode 100644
index 0000000..82b1c42
--- /dev/null
+++ b/external/imgui/imgui/examples/example_emscripten_wgpu/web/index.html
@@ -0,0 +1,80 @@
+
+
+
+