update imgui, back to releases Merge commit '0e1b1703f68766c55445e7e3e439035bed6d559c'

This commit is contained in:
Green Sky 2024-05-15 13:22:13 +02:00
commit fc2a10eb6a
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41 changed files with 962 additions and 383 deletions

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@ -489,12 +489,12 @@ jobs:
popd popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_wgpu - name: Build example_glfw_wgpu
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_emscripten_wgpu -f Makefile.emscripten make -C examples/example_glfw_wgpu -f Makefile.emscripten
Android: Android:
runs-on: ubuntu-22.04 runs-on: ubuntu-22.04

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@ -40,8 +40,9 @@ examples/*.o.tmp
examples/*.out.js examples/*.out.js
examples/*.out.wasm examples/*.out.wasm
examples/example_glfw_opengl3/web/* examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/* examples/example_sdl2_opengl3/web/*
examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts ## JetBrains IDE artifacts
.idea .idea

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@ -490,8 +490,9 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // 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) bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (ev->type) switch (ev->type)
{ {
@ -586,7 +587,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame() void ImGui_ImplAllegro5_NewFrame()
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture) if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects(); ImGui_ImplAllegro5_CreateDeviceObjects();

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@ -578,7 +578,7 @@ void ImGui_ImplDX10_Shutdown()
void ImGui_ImplDX10_NewFrame() void ImGui_ImplDX10_NewFrame()
{ {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects(); ImGui_ImplDX10_CreateDeviceObjects();

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@ -594,7 +594,7 @@ void ImGui_ImplDX11_Shutdown()
void ImGui_ImplDX11_NewFrame() void ImGui_ImplDX11_NewFrame()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects(); ImGui_ImplDX11_CreateDeviceObjects();

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@ -750,7 +750,7 @@ void ImGui_ImplDX12_Shutdown()
void ImGui_ImplDX12_NewFrame() void ImGui_ImplDX12_NewFrame()
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState) if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects(); ImGui_ImplDX12_CreateDeviceObjects();

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@ -399,7 +399,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects(); ImGui_ImplDX9_CreateDeviceObjects();

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@ -85,11 +85,15 @@
#ifdef _WIN32 #ifdef _WIN32
#undef APIENTRY #undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include <GLFW/glfw3native.h> // for glfwGetWin32Window() #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif #endif
#ifdef __APPLE__ #ifdef __APPLE__
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA #define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif #endif
@ -783,7 +787,7 @@ void ImGui_ImplGlfw_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
@ -834,7 +838,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
{ {
IM_ASSERT(canvas_selector != nullptr); IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector; bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);

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@ -153,7 +153,7 @@ void ImGui_ImplMetal_Shutdown()
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
if (bd->SharedMetalContext.depthStencilState == nil) if (bd->SharedMetalContext.depthStencilState == nil)

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@ -108,7 +108,7 @@ void ImGui_ImplOpenGL2_Shutdown()
void ImGui_ImplOpenGL2_NewFrame() void ImGui_ImplOpenGL2_NewFrame()
{ {
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects(); ImGui_ImplOpenGL2_CreateDeviceObjects();

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@ -22,6 +22,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) // 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) // 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
@ -177,9 +179,10 @@
#endif #endif
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. // Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) #define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode() #define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
#endif #endif
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. // Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
@ -230,6 +233,7 @@ struct ImGui_ImplOpenGL3_Data
unsigned int VboHandle, ElementsHandle; unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize; GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize; GLsizeiptr IndexBufferSize;
bool HasPolygonMode;
bool HasClipOrigin; bool HasClipOrigin;
bool UseBufferSubData; bool UseBufferSubData;
@ -294,16 +298,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->GlProfileIsES2 = true; bd->GlProfileIsES2 = true;
#else #else
// Desktop or GLES 3 // Desktop or GLES 3
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
GLint major = 0; GLint major = 0;
GLint minor = 0; GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor); glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0) if (major == 0 && minor == 0)
{ sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10); bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK) #if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320) if (bd->GlVersion >= 320)
@ -313,6 +314,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#if defined(IMGUI_IMPL_OPENGL_ES3) #if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true; bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif #endif
bd->UseBufferSubData = false; bd->UseBufferSubData = false;
@ -327,7 +331,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG #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] printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -359,6 +363,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support // Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450); bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS #ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0; GLint num_extensions = 0;
@ -390,7 +397,7 @@ void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_NewFrame() void ImGui_ImplOpenGL3_NewFrame()
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle) if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects(); ImGui_ImplOpenGL3_CreateDeviceObjects();
@ -412,7 +419,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (bd->GlVersion >= 310) if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART); glDisable(GL_PRIMITIVE_RESTART);
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
if (bd->HasPolygonMode)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
@ -501,8 +509,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
#endif #endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
@ -640,18 +648,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons // 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) if (bd->HasPolygonMode) { 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_OPENGL_MAY_HAVE_POLYGON_MODE
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_OPENGL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); 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]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);

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@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions // Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (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. // 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) \ #if !defined(IMGUI_IMPL_OPENGL_ES2) \

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@ -18,7 +18,7 @@
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. // WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
// //
// Regenerate with: // Regenerate with:
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// //
// More info: // More info:
// https://github.com/dearimgui/gl3w_stripped // https://github.com/dearimgui/gl3w_stripped
@ -260,8 +260,6 @@ typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0 #define GL_STREAM_DRAW 0x88E0
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
@ -348,6 +346,10 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif #endif
#endif /* GL_VERSION_2_0 */ #endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0 #ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf; typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B #define GL_MAJOR_VERSION 0x821B
@ -663,31 +665,123 @@ static GL3WglProc get_proc(const char *proc)
#else #else
#include <dlfcn.h> #include <dlfcn.h>
static void *libgl; static void* libgl; // OpenGL library
static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static int open_libgl(void) static void close_libgl(void)
{ {
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl) if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl) if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN; return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); }
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK; return GL3W_OK;
} }
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char* proc) static GL3WglProc get_proc(const char* proc)
{ {
GL3WglProc res; GL3WglProc res = NULL;
res = glx_get_proc_address((const GLubyte *)proc);
if (!res) // Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc); *(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res; return res;
} }
#endif #endif

View File

@ -600,6 +600,7 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
void ImGui_ImplOSX_NewFrame(NSView* view) void ImGui_ImplOSX_NewFrame(NSView* view)
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size // Setup display size

View File

@ -306,8 +306,9 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
// 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. // 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) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
{ {
@ -704,7 +705,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame() void ImGui_ImplSDL2_NewFrame()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)

View File

@ -269,8 +269,9 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
// 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. // 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) bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
{ {
@ -658,7 +659,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
void ImGui_ImplSDL3_NewFrame() void ImGui_ImplSDL3_NewFrame()
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)

View File

@ -104,7 +104,7 @@ static void ImGui_ImplSDLRenderer2_SetupRenderState()
void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer2_NewFrame()
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects(); ImGui_ImplSDLRenderer2_CreateDeviceObjects();

View File

@ -100,7 +100,7 @@ static void ImGui_ImplSDLRenderer3_SetupRenderState()
void ImGui_ImplSDLRenderer3_NewFrame() void ImGui_ImplSDLRenderer3_NewFrame()
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects(); ImGui_ImplSDLRenderer3_CreateDeviceObjects();

View File

@ -33,6 +33,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. // 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. // 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) // 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
@ -108,12 +109,13 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
// Vulkan prototypes for use with custom loaders // Vulkan prototypes for use with custom loaders
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
#ifdef VK_NO_PROTOTYPES #if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
#define IMGUI_IMPL_VULKAN_USE_LOADER
static bool g_FunctionsLoaded = false; static bool g_FunctionsLoaded = false;
#else #else
static bool g_FunctionsLoaded = true; static bool g_FunctionsLoaded = true;
#endif #endif
#ifdef VK_NO_PROTOTYPES #ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
@ -184,7 +186,7 @@ static bool g_FunctionsLoaded = true;
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
#undef IMGUI_VULKAN_FUNC_DEF #undef IMGUI_VULKAN_FUNC_DEF
#endif // VK_NO_PROTOTYPES #endif // IMGUI_IMPL_VULKAN_USE_LOADER
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
@ -1048,8 +1050,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
// Load function pointers // Load function pointers
// You can use the default Vulkan loader using: // You can use the default Vulkan loader using:
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be equivalent to not setting VK_NO_PROTOTYPES. // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
#ifdef VK_NO_PROTOTYPES #ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_LOAD(func) \ #define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
if (func == nullptr) \ if (func == nullptr) \
@ -1078,7 +1080,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
if (info->UseDynamicRendering) if (info->UseDynamicRendering)
{ {
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef VK_NO_PROTOTYPES #ifndef IMGUI_IMPL_VULKAN_USE_LOADER
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
#endif #endif
@ -1131,7 +1133,7 @@ void ImGui_ImplVulkan_Shutdown()
void ImGui_ImplVulkan_NewFrame() void ImGui_ImplVulkan_NewFrame()
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
if (!bd->FontDescriptorSet) if (!bd->FontDescriptorSet)
ImGui_ImplVulkan_CreateFontsTexture(); ImGui_ImplVulkan_CreateFontsTexture();

View File

@ -42,13 +42,20 @@
// If you have no idea what this is, leave it alone! // If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Vulkan includes // Convenience support for Volk
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
//#define IMGUI_IMPL_VULKAN_USE_VOLK
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES #define VK_NO_PROTOTYPES
#endif #endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) #if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX #define NOMINMAX
#include <vulkan/vulkan.h> #endif
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <Volk/volk.h>
#else #else
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#endif #endif

View File

@ -751,7 +751,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
for (int i = 0; i < bd->numFramesInFlight; i++) for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
{ {
FrameResources* fr = &bd->pFrameResources[i]; FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = nullptr;

View File

@ -16,27 +16,9 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" // Configuration flags to add in your imconfig file:
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// 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. //#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 <xinput.h>
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
@ -91,6 +73,34 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 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. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#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 "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
struct ImGui_ImplWin32_Data struct ImGui_ImplWin32_Data
{ {
HWND hWnd; HWND hWnd;
@ -372,9 +382,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
void ImGui_ImplWin32_NewFrame() void ImGui_ImplWin32_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 }; RECT rect = { 0, 0, 0, 0 };
@ -570,11 +580,13 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
if (ImGui::GetCurrentContext() == nullptr) if (ImGui::GetCurrentContext() == nullptr)
return 0; return 0;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (msg) switch (msg)
{ {
@ -900,4 +912,11 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
//--------------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@ -79,14 +79,14 @@ List of Renderer Backends:
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) 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_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
List of high-level Frameworks Backends (combining Platform + Renderer): List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp imgui_impl_allegro5.cpp
Emscripten is also supported! Emscripten is also supported!
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten. The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Backends for third-party frameworks, graphics API or other languages ### Backends for third-party frameworks, graphics API or other languages

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@ -36,20 +36,61 @@ HOW TO UPDATE?
- Please report any issue! - Please report any issue!
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.90.6 WIP (In Progress) VERSION 1.90.6 (Released 2024-05-08)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.6
Breaking changes: Breaking changes:
- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
by a SameLine() call. (#7505, #282)
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
// This was actually incorrect! BUT appeared to look ok with the default style
// where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello");
// This is correct for all values in style.
With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now
have extra spacing between your TreeNode and the following item. You'll need to change
the SameLine() call to SameLine(0,0) to remove this extraneous spacing.
This seemed like the more sensible fix that's not making things less consistent.
(Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
Other changes: Other changes:
- Windows: Changed default ClipRect to extend to windows' left and right borders,
instead of adding arbitrary WindowPadding.x * 0.5f space on left and right.
That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis.
It also made it harder to draw items covering whole window without pushing an
extended ClipRect. Some items near windows left and right edge that used to be clipped
may be partly more visible. (#3312, #7540, #3756, #6170, #6365)
- Windows: Fixed subsequent Begin() append calls from setting last item information
for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append,
and causing issue bypassing hover detection on collapsed windows. (#7506, #823)
- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. - Fonts: Fixed font ascent and descent calculation when a font hits exact integer values.
It is possible that some prior manual use of ImFontConfig::GlyphOffset may become It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC] duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
cover the label. (#6937) [@dimateos]
- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding
ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917)
[@thedmd, @ocornut]
- ProgressBar: Added support for indeterminate progress bar by passing an animated
negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
- Text, DrawList: Improved handling of long single-line wrapped text. Faster and - Text, DrawList: Improved handling of long single-line wrapped text. Faster and
mitigitate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720) mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string,
to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut]
- Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel]
- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define.
(you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well).
(#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut]
- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() - Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput()
as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky] as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky]
- Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854)
- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif]
- Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132)
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -104,8 +104,8 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. (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.) 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/) <BR> [example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR> GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!

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@ -622,7 +622,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues/6897) - [Gallery](https://github.com/ocornut/imgui/issues/7503)
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -668,7 +668,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - 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! - 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. - 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/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- 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. - 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) ##### [Return to Index](#index)

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@ -141,7 +141,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
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. 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.
@ -174,7 +174,7 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with
**Who uses Dear ImGui?** **Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
How to help How to help
----------- -----------

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@ -21,8 +21,12 @@
#define GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_VULKAN #define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <vulkan/vulkan.h>
//#include <vulkan/vulkan_beta.h> // Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <Volk/volk.h>
#endif
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
@ -113,6 +117,9 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
static void SetupVulkan(ImVector<const char*> instance_extensions) static void SetupVulkan(ImVector<const char*> instance_extensions)
{ {
VkResult err; VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance // Create Vulkan Instance
{ {
@ -151,17 +158,20 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
create_info.ppEnabledExtensionNames = instance_extensions.Data; create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err); check_vk_result(err);
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance(g_Instance);
#endif
// Setup the debug report callback // Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef APP_USE_VULKAN_DEBUG_REPORT
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr); IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report; debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr; debug_report_ci.pUserData = nullptr;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err); check_vk_result(err);
#endif #endif
} }
@ -277,8 +287,8 @@ static void CleanupVulkan()
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback // Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT #endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator); vkDestroyDevice(g_Device, g_Allocator);

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@ -0,0 +1,100 @@
# Building for desktop (WebGPU-native) with Dawn:
# 1. git clone https://github.com/google/dawn dawn
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/Debug/example_glfw_wgpu[.exe]
# * build/example_glfw_wgpu[.exe]
# Building for Emscripten:
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
# 2. Install Ninja build system
# 3. emcmake cmake -G Ninja -B build
# 3. cmake --build build
# 4. emrun build/index.html
cmake_minimum_required(VERSION 3.10.2)
project(imgui_example_glfw_wgpu C CXX)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
# Dear ImGui
set(IMGUI_DIR ../../)
# Libraries
if(EMSCRIPTEN)
set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else()
# Dawn wgpu desktop
set(DAWN_FETCH_DEPENDENCIES ON)
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
if (NOT IMGUI_DAWN_DIR)
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
endif()
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
# Dawn builds many things by default - disable things we don't need
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
option(TINT_BUILD_DOCS "Build documentation" OFF)
option(TINT_BUILD_TESTS "Build tests" OFF)
if (NOT APPLE)
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
endif()
if(WIN32)
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
endif()
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
endif()
add_executable(example_glfw_wgpu
main.cpp
# backend files
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
# Dear ImGui files
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_demo.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
)
target_include_directories(example_glfw_wgpu PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
# Emscripten settings
if(EMSCRIPTEN)
target_link_options(example_glfw_wgpu PRIVATE
"-sUSE_WEBGPU=1"
"-sUSE_GLFW=3"
"-sWASM=1"
"-sALLOW_MEMORY_GROWTH=1"
"-sNO_EXIT_RUNTIME=0"
"-sASSERTIONS=1"
"-sDISABLE_EXCEPTION_CATCHING=1"
"-sNO_FILESYSTEM=1"
)
set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
# copy our custom index.html to build directory
add_custom_command(TARGET example_glfw_wgpu POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
)
endif()

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@ -6,7 +6,7 @@
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory. - Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
- Requires recent Emscripten as WGPU is still a work-in-progress API. - Requires recent Emscripten as WGPU is still a work-in-progress API.
@ -18,7 +18,7 @@ To run on a local machine:
- Otherwise, generally you will need a local webserver: - 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):<br> - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"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 cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll 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."_ _"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 cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll 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. - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). - You may use Python 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`. - 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). - 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).

View File

@ -1,5 +1,6 @@
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU // Dear ImGui: standalone example application for using GLFW + WebGPU
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) // - Emscripten is supported for publishing on web. See https://emscripten.org.
// - Dawn is used as a WebGPU implementation on desktop.
// Learn about Dear ImGui: // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq // - FAQ https://dearimgui.com/faq
@ -11,11 +12,15 @@
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
#include <stdio.h> #include <stdio.h>
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <emscripten/html5.h> #include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h> #include <emscripten/html5_webgpu.h>
#else
#include <webgpu/webgpu_glfw.h>
#endif #endif
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h> #include <webgpu/webgpu_cpp.h>
@ -26,15 +31,16 @@
#endif #endif
// Global WebGPU required states // Global WebGPU required states
static WGPUInstance wgpu_instance = nullptr;
static WGPUDevice wgpu_device = nullptr; static WGPUDevice wgpu_device = nullptr;
static WGPUSurface wgpu_surface = nullptr; static WGPUSurface wgpu_surface = nullptr;
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
static WGPUSwapChain wgpu_swap_chain = nullptr; static WGPUSwapChain wgpu_swap_chain = nullptr;
static int wgpu_swap_chain_width = 0; static int wgpu_swap_chain_width = 1280;
static int wgpu_swap_chain_height = 0; static int wgpu_swap_chain_height = 720;
// Forward declarations // Forward declarations
static bool InitWGPU(); static bool InitWGPU(GLFWwindow* window);
static void CreateSwapChain(int width, int height); static void CreateSwapChain(int width, int height);
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
@ -66,18 +72,19 @@ int main(int, char**)
// Make sure GLFW does not initialize any graphics context. // Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later. // This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (window == nullptr) if (window == nullptr)
return 1; return 1;
// Initialize the WebGPU environment // Initialize the WebGPU environment
if (!InitWGPU()) if (!InitWGPU(window))
{ {
if (window) if (window)
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
return 1; return 1;
} }
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
glfwShowWindow(window); glfwShowWindow(window);
// Setup Dear ImGui context // Setup Dear ImGui context
@ -115,7 +122,7 @@ int main(int, char**)
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.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/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
@ -148,7 +155,7 @@ int main(int, char**)
// React to changes in screen size // React to changes in screen size
int width, height; int width, height;
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
{ {
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
CreateSwapChain(width, height); CreateSwapChain(width, height);
@ -200,6 +207,11 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
#ifndef __EMSCRIPTEN__
// Tick needs to be called in Dawn to display validation errors
wgpuDeviceTick(wgpu_device);
#endif
WGPURenderPassColorAttachment color_attachments = {}; WGPURenderPassColorAttachment color_attachments = {};
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
color_attachments.loadOp = WGPULoadOp_Clear; color_attachments.loadOp = WGPULoadOp_Clear;
@ -223,6 +235,15 @@ int main(int, char**)
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
wgpuQueueSubmit(queue, 1, &cmd_buffer); wgpuQueueSubmit(queue, 1, &cmd_buffer);
#ifndef __EMSCRIPTEN__
wgpuSwapChainPresent(wgpu_swap_chain);
#endif
wgpuTextureViewRelease(color_attachments.view);
wgpuRenderPassEncoderRelease(pass);
wgpuCommandEncoderRelease(encoder);
wgpuCommandBufferRelease(cmd_buffer);
} }
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END; EMSCRIPTEN_MAINLOOP_END;
@ -239,29 +260,72 @@ int main(int, char**)
return 0; return 0;
} }
static bool InitWGPU() #ifndef __EMSCRIPTEN__
static WGPUAdapter RequestAdapter(WGPUInstance instance)
{ {
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
{
if (status == WGPURequestAdapterStatus_Success)
*(WGPUAdapter*)(pUserData) = adapter;
else
printf("Could not get WebGPU adapter: %s\n", message);
};
WGPUAdapter adapter;
wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
return adapter;
}
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
{
auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
{
if (status == WGPURequestDeviceStatus_Success)
*(WGPUDevice*)(pUserData) = device;
else
printf("Could not get WebGPU device: %s\n", message);
};
WGPUDevice device;
wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
return device;
}
#endif
static bool InitWGPU(GLFWwindow* window)
{
wgpu::Instance instance = wgpuCreateInstance(nullptr);
#ifdef __EMSCRIPTEN__
wgpu_device = emscripten_webgpu_get_device(); wgpu_device = emscripten_webgpu_get_device();
if (!wgpu_device) if (!wgpu_device)
return false; return false;
#else
WGPUAdapter adapter = RequestAdapter(instance.Get());
if (!adapter)
return false;
wgpu_device = RequestDevice(adapter);
#endif
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); #ifdef __EMSCRIPTEN__
// 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 = {}; wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas"; html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {}; wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc; surface_desc.nextInChain = &html_surface_desc;
wgpu::Instance instance = wgpuCreateInstance(nullptr);
wgpu::Surface surface = instance.CreateSurface(&surface_desc); wgpu::Surface surface = instance.CreateSurface(&surface_desc);
wgpu::Adapter adapter = {}; wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
#else
wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
if (!surface)
return false;
wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
#endif
wgpu_instance = instance.MoveToCHandle();
wgpu_surface = surface.MoveToCHandle(); wgpu_surface = surface.MoveToCHandle();
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
return true; return true;
} }

View File

@ -3,7 +3,7 @@
<head> <head>
<meta charset="utf-8"> <meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten+WebGPU example</title> <title>Dear ImGui Emscripten+GLFW+WebGPU example</title>
<style> <style>
body { margin: 0; background-color: black } body { margin: 0; background-color: black }
.emscripten { .emscripten {
@ -63,6 +63,10 @@
// Initialize the graphics adapter // Initialize the graphics adapter
{ {
if (!navigator.gpu) {
throw Error("WebGPU not supported.");
}
const adapter = await navigator.gpu.requestAdapter(); const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice(); const device = await adapter.requestDevice();
Module.preinitializedWebGPUDevice = device; Module.preinitializedWebGPUDevice = device;

View File

@ -20,8 +20,12 @@
#include <stdlib.h> // abort #include <stdlib.h> // abort
#include <SDL.h> #include <SDL.h>
#include <SDL_vulkan.h> #include <SDL_vulkan.h>
#include <vulkan/vulkan.h>
//#include <vulkan/vulkan_beta.h> // Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <Volk/volk.h>
#endif
//#define APP_USE_UNLIMITED_FRAME_RATE //#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG #ifdef _DEBUG
@ -101,6 +105,9 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
static void SetupVulkan(ImVector<const char*> instance_extensions) static void SetupVulkan(ImVector<const char*> instance_extensions)
{ {
VkResult err; VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance // Create Vulkan Instance
{ {
@ -139,17 +146,20 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
create_info.ppEnabledExtensionNames = instance_extensions.Data; create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err); check_vk_result(err);
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance(g_Instance);
#endif
// Setup the debug report callback // Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef APP_USE_VULKAN_DEBUG_REPORT
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr); IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report; debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr; debug_report_ci.pUserData = nullptr;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err); check_vk_result(err);
#endif #endif
} }
@ -265,8 +275,8 @@ static void CleanupVulkan()
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback // Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT #endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator); vkDestroyDevice(g_Device, g_Allocator);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (main code and documentation) // (main code and documentation)
// Help: // Help:
@ -10,7 +10,7 @@
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui // - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases // - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) // - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
@ -430,6 +430,12 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
- new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent.
(Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
- 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
- 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
@ -1133,6 +1139,7 @@ static void RenderWindowDecorations(ImGuiWindow* window, const ImRec
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds(); static void RenderDimmedBackgrounds();
static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
// Viewports // Viewports
const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
@ -1219,6 +1226,7 @@ ImGuiStyle::ImGuiStyle()
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@ -2327,6 +2335,20 @@ const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const cha
return in_text_start; return in_text_start;
} }
int ImTextCountLines(const char* in_text, const char* in_text_end)
{
if (in_text_end == NULL)
in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
int count = 0;
while (in_text < in_text_end)
{
const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
in_text = line_end ? line_end + 1 : in_text_end;
count++;
}
return count;
}
IM_MSVC_RUNTIME_CHECKS_RESTORE IM_MSVC_RUNTIME_CHECKS_RESTORE
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -3135,6 +3157,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
@ -6311,6 +6334,30 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
} }
} }
// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
// This is designed as a toy/test-bed for
void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
window->SkipRefresh = false;
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
return;
if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
{
// FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
if (window->Appearing) // If currently appearing
return;
if (window->Hidden) // If was hidden (previous frame)
return;
if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow)
return;
if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow)
return;
window->DrawList = NULL;
window->SkipRefresh = true;
}
}
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) // When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. // should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. // In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
@ -6509,11 +6556,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->Appearing) if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
// [EXPERIMENTAL] Skip Refresh mode
UpdateWindowSkipRefresh(window);
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
g.CurrentWindow = NULL; g.CurrentWindow = NULL;
// When reusing window again multiple times a frame, just append content (don't need to setup again) // When reusing window again multiple times a frame, just append content (don't need to setup again)
if (first_begin_of_the_frame) if (first_begin_of_the_frame && !window->SkipRefresh)
{ {
// Initialize // Initialize
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
@ -6815,17 +6865,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
// Inner clipping rectangle. // Inner clipping rectangle.
// Will extend a little bit outside the normal work region. // - Extend a outside of normal work region up to borders.
// This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
// Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. // - It also makes clipped items be more noticeable.
// - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312
// - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
// Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
// Affected by window/frame border size. Used by: // Affected by window/frame border size. Used by:
// - Begin() initial clip rect // - Begin() initial clip rect
float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
window->InnerClipRect.Min.x = ImTrunc(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize);
window->InnerClipRect.Min.y = ImTrunc(0.5f + window->InnerRect.Min.y + top_border_size); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
window->InnerClipRect.Max.x = ImTrunc(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - window->WindowBorderSize);
window->InnerClipRect.Max.y = ImTrunc(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
window->InnerClipRect.ClipWithFull(host_rect); window->InnerClipRect.ClipWithFull(host_rect);
// Default item width. Make it proportional to window size if window manually resizes // Default item width. Make it proportional to window size if window manually resizes
@ -6986,7 +7038,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
// This is useful to allow creating context menus on title bar only, etc. // This is useful to allow creating context menus on title bar only, etc.
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); SetLastItemDataForWindow(window, title_bar_rect);
// [DEBUG] // [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS #ifndef IMGUI_DISABLE_DEBUG_TOOLS
@ -7002,10 +7054,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
} }
else else
{ {
// Skip refresh always mark active
if (window->SkipRefresh)
window->Active = true;
// Append // Append
SetCurrentWindow(window); SetCurrentWindow(window);
SetLastItemDataForWindow(window, window->TitleBarRect());
} }
if (!window->SkipRefresh)
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
@ -7014,7 +7072,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
g.NextWindowData.ClearFlags(); g.NextWindowData.ClearFlags();
// Update visibility // Update visibility
if (first_begin_of_the_frame) if (first_begin_of_the_frame && !window->SkipRefresh)
{ {
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
{ {
@ -7060,6 +7118,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
skip_items = true; skip_items = true;
window->SkipItems = skip_items; window->SkipItems = skip_items;
} }
else if (first_begin_of_the_frame)
{
// Skip refresh mode
window->SkipItems = true;
}
// [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
// (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
@ -7076,6 +7139,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
return !window->SkipItems; return !window->SkipItems;
} }
static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
{
ImGuiContext& g = *GImGui;
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
}
void ImGui::End() void ImGui::End()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7096,9 +7165,16 @@ void ImGui::End()
// Close anything that is open // Close anything that is open
if (window->DC.CurrentColumns) if (window->DC.CurrentColumns)
EndColumns(); EndColumns();
if (!window->SkipRefresh)
PopClipRect(); // Inner window clip rectangle PopClipRect(); // Inner window clip rectangle
PopFocusScope(); PopFocusScope();
if (window->SkipRefresh)
{
IM_ASSERT(window->DrawList == NULL);
window->DrawList = &window->DrawListInst;
}
// Stop logging // Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
LogFinish(); LogFinish();
@ -7783,6 +7859,14 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
g.NextWindowData.BgAlphaVal = alpha; g.NextWindowData.BgAlphaVal = alpha;
} }
// This is experimental and meant to be a toy for exploring a future/wider range of features.
void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
g.NextWindowData.RefreshFlagsVal = flags;
}
ImDrawList* ImGui::GetWindowDrawList() ImDrawList* ImGui::GetWindowDrawList()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -9556,13 +9640,15 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
// This is called by IMGUI_CHECKVERSION().
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
// If this triggers you have an issue: // If this triggers you have mismatched headers and compiled code versions.
// - Most commonly: mismatched headers and compiled code version. // - It could be because of a build issue (using new headers with old compiled code)
// - Or: mismatched configuration #define, compilation settings, packing pragma etc. // - It could be because of mismatched configuration #define, compilation settings, packing pragma etc.
// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, // THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI.
// which is way it is required you put them in your imconfig file (and not just before including imgui.h). // Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h).
// Otherwise it is possible that different compilation units would see different structure layout // Otherwise it is possible that different compilation units would see different structure layout.
// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename.
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
{ {
bool error = false; bool error = false;
@ -12966,6 +13052,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
source_drag_active = true; source_drag_active = true;
} }
IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
if (source_drag_active) if (source_drag_active)
{ {
if (!g.DragDropActive) if (!g.DragDropActive)
@ -13081,7 +13168,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
if (window->SkipItems) if (window->SkipItems)
return false; return false;
IM_ASSERT(g.DragDropWithinTarget == false); IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
g.DragDropTargetRect = bb; g.DragDropTargetRect = bb;
g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case? g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
g.DragDropTargetId = id; g.DragDropTargetId = id;
@ -13116,7 +13203,7 @@ bool ImGui::BeginDragDropTarget()
if (g.DragDropPayload.SourceId == id) if (g.DragDropPayload.SourceId == id)
return false; return false;
IM_ASSERT(g.DragDropWithinTarget == false); IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
g.DragDropTargetRect = display_rect; g.DragDropTargetRect = display_rect;
g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
g.DragDropTargetId = id; g.DragDropTargetId = id;

View File

@ -10,7 +10,7 @@
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui // - Homepage ................... https://github.com/ocornut/imgui
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases // - Releases & changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) // - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
@ -27,8 +27,8 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.6 WIP" #define IMGUI_VERSION "1.90.6"
#define IMGUI_VERSION_NUM 19051 #define IMGUI_VERSION_NUM 19060
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*
@ -1102,11 +1102,12 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column) ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@ -1556,7 +1557,7 @@ enum ImGuiCol_
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_ enum ImGuiStyleVar_
{ {
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
@ -1583,6 +1584,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_TabBorderSize, // float TabBorderSize ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
@ -2016,6 +2018,7 @@ struct ImGuiStyle
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@ -2198,16 +2201,6 @@ struct ImGuiIO
int MetricsActiveWindows; // Number of active windows int MetricsActiveWindows; // Number of active windows
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#endif
//------------------------------------------------------------------ //------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------ //------------------------------------------------------------------
@ -2253,6 +2246,16 @@ struct ImGuiIO
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#endif
IMGUI_API ImGuiIO(); IMGUI_API ImGuiIO();
}; };
@ -2722,15 +2725,15 @@ struct ImDrawList
// [Internal, used while building lists] // [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (demo code) // (demo code)
// Help: // Help:
@ -10,6 +10,11 @@
// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. // Read top of imgui.cpp and imgui.h for many details, documentation, comments, links.
// Get the latest version at https://github.com/ocornut/imgui // Get the latest version at https://github.com/ocornut/imgui
// How to easily locate code?
// - Use the Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools
// - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html
// - Find a visible string and search for it in the code!
//--------------------------------------------------- //---------------------------------------------------
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! // PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
//--------------------------------------------------- //---------------------------------------------------
@ -901,13 +906,18 @@ static void ShowDemoWindowWidgets()
if (i == 0) if (i == 0)
ImGui::SetNextItemOpen(true, ImGuiCond_Once); ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
// An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
// aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
ImGui::PushID(i);
if (ImGui::TreeNode("", "Child %d", i))
{ {
ImGui::Text("blah blah"); ImGui::Text("blah blah");
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::SmallButton("button")) {} if (ImGui::SmallButton("button")) {}
ImGui::TreePop(); ImGui::TreePop();
} }
ImGui::PopID();
} }
ImGui::TreePop(); ImGui::TreePop();
} }
@ -925,7 +935,10 @@ static void ShowDemoWindowWidgets()
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
ImGui::Text("Hello!"); ImGui::Text("Hello!");
@ -958,6 +971,12 @@ static void ShowDemoWindowWidgets()
ImGui::Text("This is a drag and drop source"); ImGui::Text("This is a drag and drop source");
ImGui::EndDragDropSource(); ImGui::EndDragDropSource();
} }
if (i == 2)
{
// Item 2 has an additional inline button to help demonstrate SpanTextWidth.
ImGui::SameLine();
if (ImGui::SmallButton("button")) {}
}
if (node_open) if (node_open)
{ {
ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::BulletText("Blah blah\nBlah Blah");
@ -1821,7 +1840,6 @@ static void ShowDemoWindowWidgets()
ImGui::Checkbox("Animate", &animate); ImGui::Checkbox("Animate", &animate);
// Plot as lines and plot as histogram // Plot as lines and plot as histogram
IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
@ -1875,15 +1893,17 @@ static void ShowDemoWindowWidgets()
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::Separator(); ImGui::Separator();
// Animate a simple progress bar ImGui::TreePop();
IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); }
static float progress = 0.0f, progress_dir = 1.0f;
if (animate) IMGUI_DEMO_MARKER("Widgets/Progress Bars");
if (ImGui::TreeNode("Progress Bars"))
{ {
// Animate a simple progress bar
static float progress = 0.0f, progress_dir = 1.0f;
progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
}
// Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
// or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
@ -1895,6 +1915,13 @@ static void ShowDemoWindowWidgets()
char buf[32]; char buf[32];
sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);
ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);
// Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value.
// Adjust the factor if you want to adjust the animation speed.
ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching..");
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Indeterminate");
ImGui::TreePop(); ImGui::TreePop();
} }
@ -5142,6 +5169,7 @@ static void ShowDemoWindowTables()
static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns; static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
@ -5330,6 +5358,17 @@ static void ShowDemoWindowTables()
ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2);
ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth);
if (ImGui::TreeNode("Style settings"))
{
ImGui::SameLine();
HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience.");
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::TreePop();
}
if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12)))
{ {
ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder);
@ -6619,6 +6658,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SeparatorText("Tables"); ImGui::SeparatorText("Tables");
ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
ImGui::SeparatorText("Widgets"); ImGui::SeparatorText("Widgets");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (drawing and font code) // (drawing and font code)
/* /*
@ -385,6 +385,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
} }
// Initialize before use in a new frame. We always have a command ready in the buffer. // Initialize before use in a new frame. We always have a command ready in the buffer.
// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
void ImDrawList::_ResetForNewFrame() void ImDrawList::_ResetForNewFrame()
{ {
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -126,7 +126,7 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiContext; // Main Dear ImGui context struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style variables from an enum) struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum)
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
@ -148,6 +148,7 @@ struct ImGuiStyleMod; // Stacked style modifier, backup of modifie
struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table struct ImGuiTable; // Storage for a table
struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow()
struct ImGuiTableColumn; // Storage for one column of a table struct ImGuiTableColumn; // Storage for one column of a table
struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableInstanceData; // Storage for one instance of a same table
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
@ -181,6 +182,7 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
@ -406,6 +408,7 @@ IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point.
IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line.
// Helpers: File System // Helpers: File System
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS #ifdef IMGUI_DISABLE_FILE_FUNCTIONS
@ -1115,6 +1118,15 @@ struct IMGUI_API ImGuiInputTextState
}; };
enum ImGuiWindowRefreshFlags_
{
ImGuiWindowRefreshFlags_None = 0,
ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND.
ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover
ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus
// Refresh policy/frequency, Load Balancing etc.
};
enum ImGuiNextWindowDataFlags_ enum ImGuiNextWindowDataFlags_
{ {
ImGuiNextWindowDataFlags_None = 0, ImGuiNextWindowDataFlags_None = 0,
@ -1127,6 +1139,7 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
ImGuiNextWindowDataFlags_HasScroll = 1 << 7, ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9,
}; };
// Storage for SetNexWindow** functions // Storage for SetNexWindow** functions
@ -1148,6 +1161,7 @@ struct ImGuiNextWindowData
void* SizeCallbackUserData; void* SizeCallbackUserData;
float BgAlphaVal; // Override background alpha float BgAlphaVal; // Override background alpha
ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
ImGuiWindowRefreshFlags RefreshFlagsVal;
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
@ -1598,10 +1612,10 @@ struct ImGuiNavItemData
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
float DistBox; // Move // Best candidate box distance to current NavId float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
ImGuiNavItemData() { Clear(); } ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
@ -2532,6 +2546,7 @@ struct IMGUI_API ImGuiWindow
bool Collapsed; // Set when collapsing window to become only title-bar bool Collapsed; // Set when collapsing window to become only title-bar
bool WantCollapseToggle; bool WantCollapseToggle;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false.
bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== HiddenFrames*** > 0) bool Hidden; // Do not display (== HiddenFrames*** > 0)
bool IsFallbackWindow; // Set on the "Debug##Default" window. bool IsFallbackWindow; // Set on the "Debug##Default" window.
@ -2771,13 +2786,24 @@ struct ImGuiTableColumn
}; };
// Transient cell data stored per row. // Transient cell data stored per row.
// sizeof() ~ 6 // sizeof() ~ 6 bytes
struct ImGuiTableCellData struct ImGuiTableCellData
{ {
ImU32 BgColor; // Actual color ImU32 BgColor; // Actual color
ImGuiTableColumnIdx Column; // Column number ImGuiTableColumnIdx Column; // Column number
}; };
// Parameters for TableAngledHeadersRowEx()
// This may end up being refactored for more general purpose.
// sizeof() ~ 12 bytes
struct ImGuiTableHeaderData
{
ImGuiTableColumnIdx Index; // Column index
ImU32 TextColor;
ImU32 BgColor0;
ImU32 BgColor1;
};
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) // Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
// sizeof() ~ 24 bytes // sizeof() ~ 24 bytes
struct ImGuiTableInstanceData struct ImGuiTableInstanceData
@ -2863,7 +2889,7 @@ struct IMGUI_API ImGuiTable
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx SortSpecsCount;
ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount)
ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers
ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
@ -2916,12 +2942,13 @@ struct IMGUI_API ImGuiTable
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
// sizeof() ~ 120 bytes. // sizeof() ~ 136 bytes.
struct IMGUI_API ImGuiTableTempData struct IMGUI_API ImGuiTableTempData
{ {
int TableIndex; // Index in g.Tables.Buf[] pool int TableIndex; // Index in g.Tables.Buf[] pool
float LastTimeActive; // Last timestamp this structure was used float LastTimeActive; // Last timestamp this structure was used
float AngledHeadersExtraWidth; // Used in EndTable() float AngledHeadersExtraWidth; // Used in EndTable()
ImVector<ImGuiTableHeaderData> AngledHeadersRequests; // Used in TableAngledHeadersRow()
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
ImDrawListSplitter DrawSplitter; ImDrawListSplitter DrawSplitter;
@ -2993,6 +3020,7 @@ namespace ImGui
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
@ -3018,6 +3046,9 @@ namespace ImGui
IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
// Windows: Idle, Refresh Policies [EXPERIMENTAL]
IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
// Fonts, drawing // Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font); IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
@ -3305,7 +3336,7 @@ namespace ImGui
IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePushBackgroundChannel();
IMGUI_API void TablePopBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel();
IMGUI_API void TableAngledHeadersRowEx(float angle, float max_label_width = 0.0f); IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count);
// Tables: Internals // Tables: Internals
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (tables and columns code) // (tables and columns code)
/* /*
@ -3171,15 +3171,43 @@ void ImGui::TableHeader(const char* label)
} }
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. // Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
// FIXME: No hit-testing/button on the angled header. // FIXME: No hit-testing/button on the angled header.
void ImGui::TableAngledHeadersRow() void ImGui::TableAngledHeadersRow()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f); ImGuiTable* table = g.CurrentTable;
ImGuiTableTempData* temp_data = table->TempData;
temp_data->AngledHeadersRequests.resize(0);
temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
// Which column needs highlight?
const ImGuiID row_id = GetID("##AngledHeaders");
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
int highlight_column_n = table->HighlightColumnHeader;
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
highlight_column_n = table->HoveredColumnBody;
// Build up request
ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
ImU32 col_text = GetColorU32(ImGuiCol_Text);
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
{
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
temp_data->AngledHeadersRequests.push_back(request);
} }
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) // Render row
TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
}
// Important: data must be fed left to right
void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable; ImGuiTable* table = g.CurrentTable;
@ -3221,28 +3249,22 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
const ImGuiID row_id = GetID("##AngledHeaders");
ButtonBehavior(row_r, row_id, NULL, NULL); ButtonBehavior(row_r, row_id, NULL, NULL);
KeepAliveID(row_id); KeepAliveID(row_id);
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
int highlight_column_n = table->HighlightColumnHeader; const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
if (highlight_column_n == -1 && table->HoveredColumnBody != -1) const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
highlight_column_n = table->HoveredColumnBody;
// Draw background and labels in first pass, then all borders. // Draw background and labels in first pass, then all borders.
float max_x = 0.0f; float max_x = 0.0f;
ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
for (int pass = 0; pass < 2; pass++) for (int pass = 0; pass < 2; pass++)
for (int order_n = 0; order_n < table->ColumnsCount; order_n++) for (int order_n = 0; order_n < data_count; order_n++)
{ {
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) const ImGuiTableHeaderData* request = &data[order_n];
continue; const int column_n = request->Index;
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
continue;
ImVec2 bg_shape[4]; ImVec2 bg_shape[4];
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
@ -3252,9 +3274,8 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
if (pass == 0) if (pass == 0)
{ {
// Draw shape // Draw shape
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
if (column_n == highlight_column_n) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
max_x = ImMax(max_x, bg_shape[3].x); max_x = ImMax(max_x, bg_shape[3].x);
// Draw label // Draw label
@ -3262,8 +3283,17 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
// - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
const char* label_name = TableGetColumnName(table, column_n); const char* label_name = TableGetColumnName(table, column_n);
const char* label_name_end = FindRenderedTextEnd(label_name); const char* label_name_end = FindRenderedTextEnd(label_name);
const float line_off_step_x = g.FontSize / -sin_a; const float line_off_step_x = (g.FontSize / -sin_a);
float line_off_curr_x = 0.0f; const int label_lines = ImTextCountLines(label_name, label_name_end);
// Left<>Right alignment
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
// Register header width
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
while (label_name < label_name_end) while (label_name < label_name_end)
{ {
const char* label_name_eol = strchr(label_name, '\n'); const char* label_name_eol = strchr(label_name, '\n');
@ -3276,22 +3306,26 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
int vtx_idx_begin = draw_list->_VtxCurrentIdx; int vtx_idx_begin = draw_list->_VtxCurrentIdx;
PushStyleColor(ImGuiCol_Text, request->TextColor);
RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size);
PopStyleColor();
int vtx_idx_end = draw_list->_VtxCurrentIdx; int vtx_idx_end = draw_list->_VtxCurrentIdx;
// Up<>Down alignment
const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
// Rotate and offset label // Rotate and offset label
ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y); ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
line_off_curr_x += line_off_step_x; line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
pivot_out += unit_right * padding.y; pivot_out += unit_right * padding.y;
if (flip_label) if (flip_label)
pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x; pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
//if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
// Register header width
column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x);
label_name = label_name_eol + 1; label_name = label_name_eol + 1;
} }
} }

View File

@ -1,4 +1,4 @@
// dear imgui, v1.90.6 WIP // dear imgui, v1.90.6
// (widgets code) // (widgets code)
/* /*
@ -509,7 +509,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
#ifdef IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE
// Alternate registration spot, for when caller didn't use ItemAdd() // Alternate registration spot, for when caller didn't use ItemAdd()
if (id != 0 && g.LastItemData.ID != id) if (g.LastItemData.ID != id)
IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
#endif #endif
@ -537,6 +537,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
if (hovered) if (hovered)
{ {
IM_ASSERT(id != 0); // Lazily check inside rare path.
// Poll mouse buttons // Poll mouse buttons
// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
// - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
@ -1289,18 +1291,34 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
if (!ItemAdd(bb, 0)) if (!ItemAdd(bb, 0))
return; return;
// Out of courtesy we accept a NaN fraction without crashing // Fraction < 0.0f will display an indeterminate progress bar animation
// The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
const bool is_indeterminate = (fraction < 0.0f);
if (!is_indeterminate)
fraction = ImSaturate(fraction); fraction = ImSaturate(fraction);
const float fraction_not_nan = (fraction == fraction) ? fraction : 0.0f;
// Out of courtesy we accept a NaN fraction without crashing
float fill_n0 = 0.0f;
float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
if (is_indeterminate)
{
const float fill_width_n = 0.2f;
fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
fill_n1 = ImSaturate(fill_n0 + fill_width_n);
fill_n0 = ImSaturate(fill_n0);
}
// Render // Render
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction_not_nan), bb.Max.y); RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction_not_nan, style.FrameRounding);
// Default displaying the fraction as percentage string, but user can override it // Default displaying the fraction as percentage string, but user can override it
// Don't display text for indeterminate bars by default
char overlay_buf[32]; char overlay_buf[32];
if (!is_indeterminate || overlay != NULL)
{
if (!overlay) if (!overlay)
{ {
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
@ -1309,7 +1327,11 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
ImVec2 overlay_size = CalcTextSize(overlay, NULL); ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f) if (overlay_size.x > 0.0f)
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); {
float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
}
}
} }
void ImGui::Bullet() void ImGui::Bullet()
@ -6183,13 +6205,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
label_end = FindRenderedTextEnd(label); label_end = FindRenderedTextEnd(label);
const ImVec2 label_size = CalcTextSize(label, label_end, false); const ImVec2 label_size = CalcTextSize(label, label_end, false);
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
// We vertically grow up to current line height up the typical widget height. // We vertically grow up to current line height up the typical widget height.
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
ImRect frame_bb; ImRect frame_bb;
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
frame_bb.Min.y = window->DC.CursorPos.y; frame_bb.Min.y = window->DC.CursorPos.y;
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanTextWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
frame_bb.Max.y = window->DC.CursorPos.y + frame_height; frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
if (display_frame) if (display_frame)
{ {
@ -6199,16 +6225,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f); frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f);
} }
const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
ItemSize(ImVec2(text_width, frame_height), padding.y); ItemSize(ImVec2(text_width, frame_height), padding.y);
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
ImRect interact_bb = frame_bb; ImRect interact_bb = frame_bb;
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_min_x = window->ClipRect.Min.x;