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Author SHA1 Message Date
f675afbe73
fix sdl3 imgui text input until pr is merged
https://github.com/ocornut/imgui/pull/7452
2024-03-30 10:28:38 +01:00
e4d6d20269
imgui v1.90.4 Merge commit 'a148d9accf852689a1e521e1ca0da3af82fe70f8' 2024-03-28 20:27:21 +01:00
a148d9accf Squashed 'external/imgui/imgui/' changes from d6cb3c923d2..277ae93c413
277ae93c413 Version 1.90.4
f5be90523d6 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
13d91ff9188 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
34965cf23a7 Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340)
659fb41d0a2 Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673)
198c38f0b11 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.
3b6d924acd0 ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars.
d3f1a7165cb Popups: allow Child Popups to be resizable if not explicitly disabling.
e78ce72eb6d Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290
014e0ac8c92 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063)
c16043c1d58 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917)
405e54ebd50 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917)
6655ab2e43f Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917)
9159cd7b4ac Updated invalid documentation link (#7331)
ccc5347e451 Fix typos (#7332)
8a14b71f228 Version 1.90.4 WIP
b19a4c5f2b3 Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320)
5b6f03213dd Version 1.90.3
f80e65a4068 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308)
829f45df994 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84..
3cc37170ca7 Examples: GLFW+Metal: Add -I and -L paths for MacPorts.
891b81fc5d7 Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890)
262e30e3001 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180)
9dfa2397deb Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315)
d15e4100b83 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890)
f966da1f8fb Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890)
bf1c96d4fa2 Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added  ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)
fd8d6dc5d19 Backends: SDL2,SDL3: tidying up.
e0ba0d0433a Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166)
11d73f03ee5 Backends: Vulkan: Fix/amend 8901931
89019319ddb Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037)
1d6f0cea0e6 Backends: DX9: use RGBA texture to avoid conversion if supported
3af739a2d17 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063)
2af01baffd1 Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set.
915c6393ad7 Version 1.90.3 WIP
536090303a8 Version 1.90.2
7b5357d817e Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
70aa717a8e1 Combo: Fixed not reusing windows optimally when used inside a popup stack.
5cdc4a2a413 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300)
76e09c4b0fa ClosePopupsOverWindow(): amend to remove _ChildWindow test.
3a078466a7a Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it.
7d67623d15b InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment.
a5e0e90c16a Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact.
1e8fc01ddd7 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename
a06dd7a27b6 OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533)
f104967c68f Comments
06ce312745e InputText: Internal: added reload from user-buf feature. (#2890)
f50ddc431e3 Fixed some typos. (#7282)
6172c22c5dc CI: Update to `actions/checkout` `v4` from `v3`. (#7281)
96839b445e3 Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other.
71947563709 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl)
f1960b60c1a Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266)
8491cf36adb Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed.
9176eedf240 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op.
1509842107d Backends: OpenGL3: Shallow tweak of compile-time extensions detection.
1ce41f6218d Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
81e0be856a6 Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256)
a201af73544 Added SetNextItemShortcut() wip function. (#456)
4c2c09450a6 Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456)
5b5e9bd0cb3 Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums.
7c3fa7d049a Refactor: moved section in imgui_internal.h
9266c0d2d13 Backends: WebGPU: Avoid leaking pipeline layout. (#7245)
595eb86624d Changelog, comment, minor data compaction
6850194f60a CI: Fixes WGPU example build.
5fc0a361b24 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240)
831d42c1ab3 Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240)
e3c7ff944d5 Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually.
15908502ed6 Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250)
788747f8635 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251)
763100b3858 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
c7edb446caa Shortcut(): always test ownership.
1844f903d55 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut
5ddfbb80d86 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
2f483373355 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes.
d7c2a0e38f4 Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls.
3b828d3701e Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2)
ff5f3aa38b5 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1)
1a48a634466 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness.
33fabdf392d Scrollbar() doesn't forcefully mark itself as hovered when held.
d431d85839b Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11)
f0d1f61fa51 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. +
095665977f6 Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId.
d10641b04a3 Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
03417cc77d1 Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232)
5fdcdf7080a Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456)
80d5cb1ab1f Comments around ImGuiInputFlags.
1cc0eb4d322 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning.
46e5f44ec8c Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456)
e0c8c80adaa Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456)
4b20a0217eb Internals: add window to FocusScopeStack. (#6798)
2156db7a075 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456)
dd0efdc6371 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226)
8a3dfda8d08 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
6228c2e1ec7 Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available.
70bb6d1e790 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
82df7c8bf41 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238)
29809d72202 Version 1.90.2 WIP
db049db8608 Docs: tweak, fixed misplaced changelog entry. (#7084)

git-subtree-dir: external/imgui/imgui
git-subtree-split: 277ae93c41314ba5f4c7444f37c4319cdf07e8cf
2024-03-28 20:27:21 +01:00
c0023c9324
sdl renamed "RW" to "IO" 2024-03-28 17:13:44 +01:00
c8ac631990
sdl (master post 3.1 preview) Merge commit 'e4f454091a943345938608570b104400f62fd625' 2024-03-28 16:27:42 +01:00
e4f454091a Squashed 'external/sdl/SDL/' changes from 0d7df16812c..fb5307c1b3f
fb5307c1b3f Vulkan Renderer - fix synchronization validation issues with testrendertarget and testcopyex.  When a texture is destroyed, VULKAN_IssueBatch is called to make sure the texture isn't referenced in any outstanding command work.  This path did not wait on the semaphore from vkAcquireNextImageKHR, which would create a hazard.
0d007bbb014 psp: Fixed building with pspdev when not using CMake.
ad92c9e3009 README-main-functions.md: Added notes about the new `appstate` parameter.
7a9f99cff34 Corrected migration documentation for SDL_GetDisplayDPI()
d00ccc1546c audio: Fix audio stream incorrectly not unlocking during unbind.
38e3c6a4aa3 main: Add an optional `appstate` param to main callback entry points.
a9dbdb19475 Removed SDL_RenderSetIntegerScale() renaming note
cde2dcd0d49 Note that SDL_EVENT_SYSWM has been removed
05b3605a41d Sync SDL3 wiki -> header
5abcfad3524 video: Document that renderer lifetimes are tied to their associated windows
02c63667c7b Only clear the raw input queue status if we don't call GetRawInputBuffer()
d6fc629b5b1 Fixed Windows rawinput crash
a7df28201be Revert "testautomation: fix renderer leak in video tests"
8f14fa1113b video: Destroy the associated renderer when a window is destroyed
f0cd3ed3303 x11: don't send raw mouse motion when the application doesn't have focus
c47f9b9b547 x11: fixed mouse and keyboard input when XInput2 isn't available
fed5f3a81b2 We no longer automatically set up a logical presentation mode
823ab13b9cf SDL_CreateTexture() takes a SDL_PixelFormatEnum format parameter
35785d13544 SDL_CreateWindowTexture() shouldn't use 10-bit or float textures
696ecca499f Fixed SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB() and SDL_GetRGBA() when used with 10-bit pixel formats
3eb8f35f3bd windows: handle the Pause key sequence for raw keyboard input
4562b41a4d1 VisualC-GDK: Add missing dialog sources, fix Xbox builds
693c75e36eb SDL_x11events.c: fix build if Xinput2 is not available after 3dfc3b4c8
0556362c381 SDL_windowsevents.c: comment out unused local mouse var after 70b5cd44
70b5cd44ec3 windows: explicitly check whether raw_mouse_enabled is true before handling Windows mouse messages
3dfc3b4c8da x11: added hotplug support for XInput2 devices
f1f24b173c4 Added support for multiple distinct keyboards
78c7834f90a Added SDL_HINT_WINDOWS_RAW_KEYBOARD to control whether raw keyboard is enabled on Windows
9095cb64c41 linux/SDL_system_theme.c: fix an include path
a65982e15dc testevdev: include SDL_internal.h first, and fixup SDL_main.h
ffc3f71aa24 wayland: Use the floating width/height for initial window creation
b9a88bbecba Removed SDL_TextInputShown()
6443c75edaa Removed SDL_TEXTINPUTEVENT_TEXT_SIZE
fa236f169ba Only do work to process text events if text input is active
658f3cdcf1a x11: use XInput2 for lower level access to keyboard events
012fc1e32b4 windows: enable raw keyboard input when raw mouse input is enabled
35d335e61f6 Fixed warning C4267: 'function': conversion from 'size_t' to 'DWORD', possible loss of data
43b8e9f6814 Fixed spacing
5e8486bb29a Don't fail joystick initialization if udev isn't available
5a1c48be5c2 remove non-existent vulkan.hpp and vulkan_mir.h from Xcode project
58f2e102a93 visualc: filters also contained 2 wrong include headers
c7d32ff64bd visualc: rename/remove 2 include paths
977285ef6a4 Send joystick added events on portable handheld platforms
b391e6477e2 The joystick instance ID is already set in the open call
07c49d1a678 Fixed text input being active after SDL_StopTextInput() (thanks @AntTheAlchemist!)
53ade194306 udev: Fix O(n^2) device walking issue (closes #9092)
2b4c75690c2 Add Yawman Arrow flightstick controller
f14fb979c10 Remove legacy SDL2 input grab API
cf3cf0e1066 dmg: fix SDL_version.h issue in sdl3-config-version.cmake
fc053fb4996 Fix OpenFolder dialog behavior on Windows
13933222eef Fixed string comparison (thanks @meyraud705!)
8f33f5cc331 Sync SDL3 wiki -> header
beb52ed54a9 pen: remove stray '#include <stdio.h>'
96fbd10de0c Added a script to trigger the release workflow
36e73bdda44 Updated to version 3.1.0 for the preview release
a20eec14155 Tweaking documentation for the SDL 3.0 preview release
9e460ce6a6a wayland: Pass the keyboard ID through to repeat events
0df0462d0a9 Removed all tabs in testautomation_pen.c
615c7efd98e Fix #9279: Memory leak in pen name handling
675c9f01ff3 Renamed releaser.py to build-release.py
c83d0d87c29 Revert "Added virtual keyboard support for Xbox (thanks @ts-13512)"
f030533580f SDL_blit: remove SDL_BLIT_CPU_FEATURES override
1aa9ef72134 cpuinfo: reset cpu features on SDL_Quit
64465653b44 audio: always build fallback scalar converters
89b135e570e cmake: add automation and platform test without simd
1d0e5286aa2 Limit CPU features through a hint
b5d4206b303 Added virtual keyboard support for Xbox (thanks @ts-13512)
675216e81b2 Sync SDL3 wiki -> header
1855ce68af2 Fix bug #9331 - SDL3 Android crash getVibrator() == null
208cd434b55 Show the names of mice and keyboards when they connect
7852a6c307f Added device name for evdev mice and keyboards
87714ce5b9e wayland: Set the keyboard and mouse names to match XWayland
72fc6f86e5d Text input is no longer automatically enabled when initializing video.
6604d423fde Added a test program for multiple mice
361b7190df2 Track unique button states between different mice
35756593d67 Use the correct device ID (global or default or specific) based on context
9eb87ca3255 Note that many things are considered mice and keyboards that you might not expect
c0f45655528 Added SDL_GetKeyboardName() and SDL_GetMouseName()
20a860c8765 Use the specific pointer device ID for X11 button and motion events
476245564cf Use the real device IDs for the X11 master keyboard and pointer
d1eb4adb161 Be explicit about the event mouse and keyboard ID
1c544553533 wayland: Send keyboard and mouse added/removed events
2fe1a6a2796 Initial support for hotplugging mice and keyboards
c33e4c998db Clear the subsystem ref count when shutting down subsystems in the main quit
171ff041d04 Removed invalid ascii from headers
e19b6c0b958 Add releaser script + workflow
c81d11fae4a mingw: add pkg-support files (INSTALL.txt and Makefile)
4defea47e17 dmg: fix sdl3-config.cmake
2ed01434253 visualc: fix sdl3-config.cmake
75a71bde4b4 cmake: build tests against installed SDL prefix
7f888f98f7d gles2: only build tests when building SDL3 or when the headers are available
297f8e41af3 wayland: Factor out the general SHM buffer allocation/free functions from the cursor code
3d96c2426f3 PSP: improve performance counter res to us granularity (thanks @rofl0r!)
c493b40cc31 testffmpeg_vulkan: fix -Wincompatible-pointer-types warning
67e425bcf81 Add support for MadCatz Saitek Side Panel Control Deck
05b57f6c2cb Simplified SDL_SYS_RemovePath()
2521ba47fe2 jack: set error message when failing to open jack client
dd4636e3fde SDL_sysmutex.c: fix void return compile error
917d683811d Moved SDL_JoyBallEvent together with the other joystick events
888cc29df66 add missing `reserved` field to struct SDL_JoyBallEvent,
70b0d33106e Poll for the initial controller state when using DirectInput
4a7e3beeb94 filesystem: Use high-res file times on more platforms
18feaa52dd9 Fixed comment at the top of testtime.c
e0ef4dac854 Fixed int to float conversion warnings
3316587113d Fixed warning C4389: '==': signed/unsigned mismatch
da027ec3eed Fixed signed/unsigned comparison warning
390fff4ae0f N3DS: Fix locale name and early return.
8f529d9d16e N3DS: Implement SDL_GetSystemTimeLocalePreferences
ed5d2bdda5c Fixed adding duplicate fsops files to CMakeLists.txt
478b965e6cc Fixed warning C4702: unreachable code
b1215272adc Fixed warning C4244: '=': conversion from '__int64' to 'int', possible loss of data
2265d22f759 Updated Xcode project for time APIs
c582a89f78b Fixed build warning
b90fed094f0 Standardise header includes
2e45568338d PSVita: fix SDL_GetSystemTimeLocalePreferences
ba0417db407 Sync SDL3 wiki -> header
a6fbf0488c6 Add time and realtime clock functions
b6c9a727403 Add SDL_storage files to Xcode project
b2682da035f Sync SDL3 wiki -> header
24ec1c09b90 Renamed SDL_PROP_IOSTREAM_STDIO_HANDLE_POINTER to SDL_PROP_IOSTREAM_STDIO_FILE_POINTER
d3a785e521d Improve event processing latency when gamepad/sensor is open
1eb7b79986a video: Prepend global video property with "SDL"
784311c20ee Fixed duplicate SDL_Version change
009318c5a9d Fix warnings when building with -DSDL_LIBC=OFF on Linux
f59dbf6a120 cmake: add -Wimplicit-fallthrough warning
086a7a46873 Fixed signed/unsigned comparison warning
491f18eea39 Fixed uninitialized signal_id
90e2551c4ff Sort the SDL API symbols
0d0aaa2d752 Sync SDL3 wiki -> header
92d01ef12a9 You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file.
ebb6582534d wayland: Handle the toplevel export property as a string
9072b994f7a src/filesystem/unix/SDL_sysfilesystem.c add <stdio.h> inclusion
6af979975f2 Add missing break
fc26d5d3285 Sync SDL3 wiki -> header
a1a01567563 Renamed SDL_SizeIO() SDL_GetIOSize()
df0f5deddfd Added SDL_IOFromDynamicMem()
12245e4c756 PSP/Joystick: fix formatting
7169db1e62a PSP: don't block on joystick event query
747300b3562 SDL file times are 64-bit integers representing nanoseconds since the Unix epoch
9153287fa03 Added storage filesystem operations to the exported function list
e7b9f75e624 Sync SDL3 wiki -> header
d65ae710a13 Renamed SDL_LogGetOutputFunction() and SDL_LogSetOutputFunction() to match SDL 3.0 naming convention
d8a54cd4f81 Updated "see also" references to be more consistent
d972244d3ad Added a mapping for the Defender Joystick Cobra R4 (thanks @kotenok2000!)
4697153d1e2 Use the CRC as part of the unique key for mappings
9d83c0a65d9 filesystem: Rename some internal symbols to remove "FSops" terminology.
4ecea42fb03 testautomation_math.c: use isinf(V) instead of fpclassify(V) == FP_INFINITE
cb39740cfdc wayland: Remove additional instance of setting the viewport source rect
a206e1e3c04 Sync SDL3 wiki -> header
2f78e5f321b All storage interface functions are optional
f460f42e707 Added filesystem operations to SDL_Storage
7a088527c19 Removed the reserved parameter from SDL_EnumerateDirectoryCallback
ec3ba387d1f Added SDL_OpenFileStorage() for local file storage
ee0a23c7ab8 The storage ready callback is optional
db0c1d7aeb5 Added portable file and directory operations (thanks @icculus!)
fe5c34d4bdc Renamed storage functions to match SDL 3.0 naming convention
1bab87399fd wayland: Always use the entire buffer for the viewport source
e5812a9fd2c testpen: don't include math.h
2f13f66c71d testautomation: fix renderer leak in video tests
9ccde0def40 Sync SDL3 wiki -> header
744227e6abe Add SDL_storage
4fc749443fd Added dialog files to the Xcode build
25c64a954d6 Removed UIKit_SetWindowMouseGrab(), mouse grab isn't supported on iOS
41e187be4f9 Adjust Steam button names to match SDL
572e088b8f5 SDL_IOFromMem/SDL_IOFromConstMem: free userdata on close
ea60c2079bd dialog: Pass the Wayland or X11 parent window handle to the file dialog portal
d523cd069fd dialog: Detect if the file chooser portal is available
19764ffcc81 wayland: Add the xdg-foreign-unstable-v2 protocol
db31367999e testffmpeg: use SDL_free instead of free
f8c2ec54621 testffmpeg: use Uint64 instead of __u64
2b45452dd53 Adding comments to init-flags SDL_INIT_AUDIO and SDL_INIT_SENSOR that they imply SDL_INIT_EVENTS
fa7ec59ecd0 Sync SDL3 wiki -> header
ec6de7017ce Merge pull request #9254 from icculus/sdl3-rwops-hidden-interface
b7cda16613d iostream: Final fixes before merging.
c175eb488cb iostream: Note that the new name has nothing to do with C++'s iostream class.
5a21d87e692 rwops: Changed filenames that reference "rwops" to "iostream".
6776b6108a5 iostream: "free*" params should be "closeio".
5440fd7d12f README-migration.md: Fixed some RWops mistakes.
3a344cf877c rwops: Fixed some SDL2 symbols that got missed.
5f64cc511e4 rwops: Fixed build on Android.
fc7afa9cbf4 rwops: Renamed SDL_RWops to SDL_IOStream, and other related symbols.
fe33b2a81bb rwops: Give implementations access to status value.
447c29e65c4 include: Added missing RWops documentation.
cc58da4c63c rwops: Add SDL_GetRWStatus, make the statuses into an enum.
e35c304022c rwops: Add properties for some of the internal implementation details.
7d4d8ccde09 rwops: Rename everything from SDL_RWxxx to SDL_XxxRW.
655ceb3b315 rwops: Renamed SDL_CreateRW and SDL_DestroyRW to SDL_OpenRW and SDL_CloseRW.
525919b3151 rwops: Reworked RWops for SDL3.
495e432fb97 Sync SDL3 wiki -> header
70c2e15615d Add file dialogs
30e93b40c2a If a mapping specifies a crc, don't match for controllers that don't have that CRC
6c11449cd44 Added a note for the SDL_CommonEvent type
209a87bf248 Added missing default case (thanks @sezero!)
442073f379e Added missing reserved field in SDL_CameraDeviceEvent (thanks @Saalvage!)
9bef331dc8a Note that SDL_UserEvent and SDL_Event type are intentionally Uint32
717f2978493 Add 'wl_list_for_each_safe' to the clang-format macro list
3875ef45524 Removed duplicated line (thanks @sechshelme!)
4686a737a94 wayland: Minor cursor code cleanup
1973edb9b7a WIN_UpdateKeymap: cleanup code a bit
0a86f8eb6eb Move some code blocks inside `SDL_VIDEO_RENDER_SW`, where it belongs (#9259)
c2e9693de55 wayland: Add cursor-shape-v1 protocol support
9bdb992925e wayland: Allocate the cursor shared memory buffer entirely in memory, if possible.
41b7036f372 testffmpeg: added support for EGL OES frame formats
d79f8652510 Removed incorrect mapping for a HORI controller
d78a24a5ced testffmpeg: added verbose logging of ffmpeg messages
7c5f79e7ea8 testffmpeg: removed redundant enumeration of hardware device types
bee8a955714 Fix SDL_LEAN_AND_MEAN build
d4794cc714d Fix crash in SDL_UpdateFullscreenMode calling SetWindowFullscreen with a null display
ab5351f5d65 Fixed leaving the cursor clip set when changing window focus
b322d27f629 Missed SDL_NumJoystickBalls() rename in SDL_migration.cocci
efbbafb3f15 Re-added balls to the SDL joystick API
53e86be22f3 Minor cleanup with the new PS3 driver for windows
65340296910 Add DualShock 3 HIDAPI support on Windows (#9144)
feadbffb67d Destroy properties after applying them to avoid memory leakage
b5eb704fa8d cmake: we only need a C++ compiler for Android, Haiku and UWP
fde420a6453 Revert "Added SDL_FLIP_DIAGONAL"
e3cf2e47949 Turn HIDAPI joystick support off by default on mobile platforms
ed463b41e15 Unified the software renderer creation path
b9ab3269823 Added SDL_FLIP_DIAGONAL
7341d5f3616 cmake: allow hidapi to use libusb on Windows
3bc27d38568 hidapi_libusb: use SDL_wcscmp and SDL_wcslcpy from SDL
0e6fcf947a7 cmake: find libusb through LibUSB cmake module
2a775cad6fc Named typedef-ed structs Gave name to structs that were defined like anonymous struct with name given by typedef. Example 'typedef struct {...} Foo;' -> 'typedef struct Foo {...} Foo;'
37d066b99b5 Clarify what pitch means (thanks @zlago!)
f9d018c8081 Add flag to registerReceiver on Android
4de30a26a2c x11: workaround issues with primary selection and clipboard temporal ignorance
76defc5c822 joystick: Remove redundant CHECK_JOYSTICK_MAGIC in SDL_GetJoystickName
41baf23e447 cmake: fix empty framework prefix on MacOS
b6c5ad00754 Update hardcoded value of pi to use SDL constant SDL_PI_F for improved consistency and readability.
fcb132b8e83 Allow building testffmpeg without Vulkan support
16e0806ced5 Note that the cursor clip has been cleared even if we didn't do it
19b3ddac2f3 Fix TOCTOU race condition
cde793b0f5c Added support for the 6-button SEGA Mega Drive Control Pad for Nintendo Online
d86ff6c6c07 remove stale / wrong information from SDL_RWread() documentation
9e89f093d97 remove stale / wrong information from SDL_RWread() documentation
790cd395f54 Make sure the type in the SDL_Event aligns properly across the union
e9ab2d46ded Revert "Change `SDL_Keycode` type to an enum"
33eaddc5653 Cleaned up various type conversion issues
f53bdc95315 The pixel format in SDL_DisplayMode uses SDL_PixelFormatEnum
57a160c9ab9 Fixed mapping for the Sanwa Supply JY-P76USV controller
5643fd683f2 Added migration notes for enum type changes
3cc4705dd20 cmake: build OBJC sources with warning & error flags, ignoring deprecated declarations
59ab5c08246 Sync SDL3 wiki -> header
c70710cde8a SDL_GetPixelFormatEnumForMasks() returns SDL_PixelFormatEnum
01248a99c8e Add `default: break;` to switches on SDL_Event::type
722f4104bf0 Use enums as types in SDL_*Event structures
641b911d383 Update some internal files to use `SDL_WindowFlags`
ce44eff3d21 Use `SDL_WindowFlags` in public headers
4f58d183732 Typedef `SDL_WindowFlags`
424616e032c Use SDL_PixelFormatEnum as type
38c54b8e0e9 More null checks for SDL window operations
6664a089d82 Add missing null check for displaydata during window creation
610e798406f Fix clicking on the titlebar causing mouse input to freeze until esc is pressed
65a718f8c66 Disable warning C4113 in SDL_windows_gaming_input.c
53896c9e449 cocoa: Make keyboard grab function return an int
f8cb3c742d0 Change `SDL_Keycode` type to an enum
f8844d387c2 Use specific types in SDL_touch.h
26b9178e5c9 Fixed whitespace
c07b39fa066 Fixed build
2d0cd901711 Sync SDL3 wiki -> header
860155680d2 SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events.
4d20b828504 SDL_RWFromFile, stdio: allow named pipes along with regular files.
ee871323850 Make sure fast path RGB <-> YUV conversions are using the same color primaries
4545c77c9ef Updated Vita renderer with colorspace clarification
95fbbc6f074 Fixed accidental use of tabs
e268cdbec67 Use specific types in public headers (#9205)
db245603873 Additional colorspace clarification
b3858ec5f7f BT2020_CL is very different from BT2020_NCL, and not currently supported
4c0601b93fa video: Return a failure code if the video driver fails to grab the mouse or keyboard
ae0caeef8d6 Fixed build
9db68f97f9d Reverted SDL_Vulkan_GetInstanceExtensions() API change
edbcef11ffd Keep track of whether the Android on-screen keyboard was opened by the application
c36f773eb47 Fixed "${folder^}Activity: bad substitution" with bash 3.2 on macOS
0b4a195f4ba Sync SDL3 wiki -> header
cea717e5d31 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype
1e0bac288bc Use the hlsli extension for shader includes
4898505f23f cmake: add winres to the list of potential name rc compilers
d4f4aa745a9 Use C++ style comments in new code
98bec6749f2 hidapi, windows: sync with mainstream: change MAX_STRING_WCHARS to 126.
26e3ca7387e hidapi: minor sync with mainstream (for sake of symmetry, only.)
fb87f8f15c1 testffmpeg: fixed mismatch between frame size and frame texture size
180dd0bb39e testffmpeg: don't free the instance extensions, we hold onto them in the context
2d4105ba8b2 testffmpeg: only enable AV_PIX_FMT_VULKAN if we have a Vulkan renderer
759ade8c90e vulkan: enable samplerYcbcrConversion when creating the device
ffef13e1e17 Sync SDL3 wiki -> header
97f97109d1b testffmpeg: fixed Vulkan validation errors
dbec2150d0e testffmpeg: added support for Vulkan rendering
48471f7dbd9 Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering
504d8c2fc00 Fixed potential memory leak if vkCreateInstance() fails
1e790b20c9b video: Don't overwrite all the pending flags in the OnWindowHidden handler
4189edaeb7c Uppercase the first letter of the class name to match Java conventions
a4d7ff67510 testffmpeg: Use EGL_EXT_image_dma_buf_import_modifiers extension
ae4484f4e5d video: Save pending window events when a window is hidden by the window manager
9be35d46036 Convert mappings using labeled buttons to positional buttons
ccd309c4332 Added a mapping for the Sanwa Supply JY-P76USV controller
8d8076263e7 Removed the mapping for the G-Shark GS-GP702
1b86a1c6843 SDL_GetGamepadAppleSFSymbolsNameForAxis() returns NULL if the symbol isn't found
5f372426072 Don't clear the clipboard on quit
6e03914375e Fixed signed/unsigned comparison warning
2c850529665 Removed unused headers from SDL_rect.h
e54001b0280 Updating the mouse capture should use the mouse focus window
c1da39a2457 SDL_GetGamepadAppleSFSymbolsNameForButton() returns NULL if the symbol isn't found
74f46142891 Save the native texture parent and return that in SDL_GetRenderTarget()
86d36a2dc2a Add missing include
eb5a2e7e7f8 Fixed building with SDL_LEAN_AND_MEAN
107e06a92a7 Use a valid finger ID when generating touch events from mouse events
c6ec9998692 Set udev class for accelerometer
e524e545f2b Add vulkan to SDL_HINT_RENDER_DRIVER
88dcf74588c testyuv: we no longer need to override the HDR headroom for the BT.2020 test
27389716aca Sync SDL3 wiki -> header
7f9ff6277c7 Don't assume HDR headroom for HDR10 surfaces
c74f273848b d3d12: Move root sigs to D3D12_Shader_Common.hlsli, fix mismatch
e2a82092638 GDK: Use WIN_IsRectEmpty (IsRectEmpty is desktop-only)
290f64b86c5 GDK: Windows shape is desktop-only
794f0f1b423 GDK: Fix SDL_pixels.c/_c.h linking error caused by C / C++ mismatch
23ace600fcf GDK: Remove old shader sources, unify shader compilation .bats
bcbede31ce5 GDK: SDL_video_capture.c is now SDL_camera.c, thus remove from proj
e1e5d33420f GDK: Partially revert 2670eb44afec9311ee8fbec447703c427db1e1c8
8c015cd3b68 Sync SDL3 wiki -> header
8d023f98698 Updated documentation for new property parameters
2bc2840de50 vulkan: VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 is a 2-plane format
2bedd7f02ec Fixed pitch alignment when updating SDL_PIXELFORMAT_P010 textures
f2cd361e255 testyuv: added validation of P010 YUV format
47be24d2254 testyuv: added --monochrome and --luminance options for interactive mode
991ad27de8a testyuv: added GetColorspaceForYUVConversionMode()
812e04fb11d Vulkan Renderer - fix validation error with VkSemaphore reused before signaling.  Have one semaphore per-submit rather than using the same one.
1e8b006d431 stdlib: qsort and bsearch changes.
af58ed978e9 Fixed the documentation for SDL_GetGamepadMappings()
7ff9be73982 Sync SDL3 wiki -> header
0454e1fdb42 Vulkan: added support for wrapping existing textures
2adbcce864c Vulkan: wait for all queues to be idle before destroying the device
01150271160 Vulkan Renderer - fix validation errors: * Make sure to always write pointSize in VS (fixes validation error in testsprite) * Fix validation error from acquiring swapchain semaphore more than once * Fix validation error from using incorrect framebuffer size in testautomation
0c6a1b636e4 Vulkan: added handling for SDL_MATRIX_COEFFICIENTS_UNSPECIFIED
4017e1370d2 Vulkan: cleaned up error handling
59bbfc1fddb Vulkan: only advertise YUV formats if the VK_KHR_sampler_ycbcr_conversion extension is available
bf853823a24 Removed unused YCbCr_matrix from Vulkan shaders
039144350c4 Be more precise about what we're testing in testyuv
b30ba1c5d45 Updated RGBtoYUV() to use the full YCbCr conversion formula
4513c32bb39 The ycbcrModel should be based on the transfer matrix, not the color primaries
a241cca9e63 Fixed warning C4090: 'function': different 'const' qualifiers
7117d545a3a Fixed crash if the controller product name is NULL
353e76b40b1 Use the correct colorspace for yuv conversion tests
fc94c3634e4 Fixed signed/unsigned comparison warning
ba340254231 Use direct3d11 as the default renderer on Windows
ad036d43e97 Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion. (#9169)
fb3bf1dcbdb Fixed device queue initialization when render and present queue families are different
945162c6d90 wayland: Small optimization for output removal function
68588b232c8 Sync SDL3 wiki -> header
e142bb1b0ce The extension strings are const and don't need to be duplicated
0997bdd292d Fixed SDL_calloc() calls (should be count, size)
614630df69c Allow using an external Vulkan device with the vulkan renderer
e03746b25f4 cmake: add -Wl,-rpath,${libdir} to Libs section of pc file for Apple platforms
c8372e20d6c SDLTest_CommonEvent: only set done when it is finished
220340e9443 Remove SDL_PIXELFORMAT_P010
c259a20f967 wayland: Remove all references to destroyed outputs from windows
84aaf63bd31 Fix typo in SDL_filesystem.h
0a961915dc2 cmake: testffmpeg requires link to EGL library for EGL feature
24e021c67ec testffmpeg: refactored texture creation properties into a single function
ff18d7cfa06 testffmpeg: added pixel format mapping for NV12 and NV21
81608ad077f Vulkan: fixed creating SDL_PIXELFORMAT_P010 textures
f99143f4374 Don't quit testffmpeg when alt-tabbing away
80d2ef7384b Fixed uploading Vulkan texture with w*bpp != pitch
3a796c97227 Allow specifying the render driver in the environment for testffmpeg
dc9a3c83e25 Use the mastering display metadata to do proper tone mapping for HDR content
98b1a59a959 Document the HDR tone mapping algorithm
1f536a1e779 cmake: fix SDL_RENDER_VULKAN reporting
935c197059e Fix testautomation failures (including clip rect) - closes #9145.  During merging for prep'ing the final PR for the Vulkan Renderer, I misordered a memcpy that regressed several of the testautomation test.  From now on, I will make sure to run testautomation on any future PRs before submitting.
e61dfe405f3 android: Fixed dead URL in comment.
35026cdcba9 Vulkan Renderer - robustly handle running out of descriptor sets or constant buffer memory.  Closes #9131.  My previous implementation of descriptor set handling was naive - it attempted to do VULKAN_IssueBatch when running out of descriptor sets or constant buffer space.  For one thing, this had a bug and wasn't working (causing the crash), but moreover it would have resulted in having to flush the GPU.  Instead, make the descriptor pools and constant buffer mapped buffers be resizeable so that if we need more it will grow to the size that is needed.
f9768816515 Vulkan: Don't invalidate internal state in InvalidateCachedState
c172fb59724 Vulkan: Support 'desired' vs 'required' memory flags (Fix #9310)
1558d52a0a9 Vulkan: Only return memory types which are a superset of what we need
fbe7301aba5 Sync SDL3 wiki -> header
e223e1d498e Added SDL_camera.h to the public Framework headers
be51b7aceaf Use the maximum potential headroom if EDR content isn't currently being displayed.
e0dadba6f5e Sync SDL3 wiki -> header
e6d9251ecb7 docs: improve CMake documentation for Apple
7a9c6c7ce96 Include SDL_PIXELFORMAT_P010 as a supported format for the metal renderer
d211da75ac6 Fixed crash if app delegate method is called when SDL isn't initialized
9dbbf0a2f7a Implemented clip rect functionality for the Vulkan renderer
141497b14f1 Added an automated test to verify clip rect functionality
d0af01e7d4f If the viewport changes the cliprect should be updated
1cae52bbacc Added JNI native methods to proguard-rules.pro (thanks @AntTheAlchemist!)
b8a52c12377 Vulkan: Make sure validation layer name is in-scope
276566235c4 Removed SDL_ClearHints() from the public API
a1ea706215e Added names for the newly supported pixel formats
f6c42406cd1 SDL_COLORSPACE_HDR10 is the default colorspace for SDL_PIXELFORMAT_P010 surfaces
4c5584174b7 Fixed error: declaration shadows a local variable [-Werror,-Wshadow]
2b0e7c40ef7 Verify that we can create pipeline state objects for the D3D12 renderer
5593ddb6a75 cmake: X11 is for Video, not Audio
38d24778ed5 ci: update deprecated node.js 16 actions
cbe330befd5 ci: bump cross-platform-actions/action version to v0.23.0
97372b56e80 Vulkan Renderer - handle dynamic resetting of vsync, requires swapchain recreation.
b1431e6702b Vulkan Renderer - implement support for vsync disabled.  Closes #9116.
b9a00aa88e6 Fixed building the Vulkan renderer on Windows with Visual Studio
dfd8073a8fb Sync SDL3 wiki -> header
cab20117e61 Vulkan Renderer (#9114)
2f1f55aeb16 Updated default SDR white point and HDR headroom to better match game content
1fb5b9672e8 Keep SDR white point and HDR headroom defaults in one place
aeae202207b Make sure we actually have an HDR10 texture in the HDR10 shader
f4dd0dbbdeb Added colorspace conversion from SDL_COLOR_PRIMARIES_SMPTE431 and SDL_COLOR_PRIMARIES_SMPTE432 to SDL_COLOR_PRIMARIES_BT2020
d3930893aa9 KMSDRM is now a dependent option
7b1127d1fed cmake: Apple did not test SDL_CAMERA before adding camera support
e176626bac4 cmake: only enable SDL drivers when its subsystem is enabled
99cef7e13be cmake: check SDL subsystem dependencies (and include Camera)
9a44d44ceeb cmake: build Windows mediafoundation SDL_camera support
279a650fae9 mediafoundation: fix SDL_camera_mediafoundation MinGW compile warnings
78ac14124c4 Fixed warning C4245: 'function': conversion from 'int' to 'DWORD', signed/unsigned mismatch
2132ba8985c Sync SDL3 wiki -> header
0f973f3eb4c Removed SDL_RENDERCMD_SETCOLORSCALE, which ended up being a noop on all renderers
54c2ba6afd7 Added the Chrome HDR tonemap operator
4ba6aeee9d6 A second take on HDR support with an SDR white point and HDR headroom
3b7533f4a29 SDL_camera_v4l2: allow building against older kernel headers
58e6eacf970 docs: SDL_INIT_EVERYTHING does not exist anymore
7eca84d57ed cmake: don't use target_compile_features when the CMake thinks the compiler does not support it
cbf0b1ce81b testcamera: create window and renderer through test library
ecfbb6719f4 SDL_test: support SDL_INIT_CAMERA for SDL_CommonInit and SDL_CommonQuit
26ffbe43c24 camera: turn OFF `DEBUG_CAMERA` debug logging.
31fe061ab57 Sync SDL3 wiki -> header
f59c66a97f9 testcamera: Allow app to flip between a front and back camera.
6296677bc93 camera: Fixed Android hotplug.
6c080717f28 camera: Reset permissions to undecided when closing camera.
db8caa029ba camera: Added new function with gendynapi.py.
70b89ab70d0 camera: Added SDL_GetCameraDevicePosition.
b1ed49772cb camera: Replace testcamera.c with testcameraminimal.c
bdcddf48107 camera: Disconnected cameras become zombies that feed blank frames.
2613e3da24a camera: Rewrote Android support.
848dcf8a5fd main: Fixed compiler warning on Android.
47313bba321 camera: SDL_GetCameraDevices should not report "no devices" like an error.
f3485a47b3b android: Add src/main/ files to Android.mk
8db2a3b27a9 camera: Add an optional property that reports if a camera is back or front.
0b8617f71df test: Fixed CMake to build testcameraminimal correctly on WinRT.
99d1337de21 camera: Reenabled macOS/iOS support, with rewritten CoreMedia implementation.
f8fa08d2b1a camera: Fix compiler warnings on some platforms.
22dbc0f32f9 camera: Patched to compile after rebasing to latest in main.
7191a97fe3b camera: Windows support, through the Media Foundation API!
3dca8a03da5 camera: Removed some debug logging.
67708f91100 camera: Emscripten support!
182f7072847 include: Fixed doxygen comments on new camera APIs.
2cdff93578c v4l2: Corrected SDL_UDEV_AddCallback return check after #8694.
0b5875825e4 camera: framerate support.
9ae39d52de8 camera: Add sources to Xcode and Visual Studio projects.
87e7046fcaa camera: Public API functions should say "Format" not "Spec" to match audio.
f87d5362291 camera: Added more accurate timestamps.
d3e6ef3cc6e camera: Massive code reworking.
3d2d5d18f3b pixels: Packed-pixel YUV formats can legit report bits-per-pixel.
8e1758260cc surface: Fixed a typo in a comment.
cb10c80aafb camera: Reworked to operate with a driver interface, like other subsystems.
2ad44bd1621 camera: Made a pass over all the sources, cleaning up for SDL3 style, etc.
7ae955ce683 camera: Renamed everything from "video capture" to "camera", wired to CMake.
f49ce4a15d0 camera: Renamed "video_capture" files to "camera" and moved to own subdir.
4d000ae3bd5 audio: Change references to `streams[i]` to previously-calculated `stream`.
751917cb6fe Fix null pointer dereference in SDL_BindAudioStreams()
8b6eae2d4fa cmake: Split and store the libdecor version as individual parts
8073f4aa1d2 Pass the real error from D3D12_CreatePipelineState() back to the application
376ef4e418d Fixed the WGI driver picking up Xbox controllers handled by RAWINPUT
cb3a1a82d53 SDL_memcpy.c, SDL_memmove.c, SDL_memset.c: don't use gcc builtins if !HAVE_LIBC
bb4ec5250f5 Added support for non-gamepad controllers to the GameInput driver
f63f99bd2de Setup to handle the guide button once we get an updated GameInput SDK
ae8a9107813 Added infrastructure for reporting GameInput touchpads
ae4aa250828 Get the real GameInput device name if possible
419aebebda9 Added infrastructure for reporting GameInput sensors
85ac0381b7a IGameInputDevice::GetDeviceInfo() can never return a null pointer
fbe4153214f The HIDAPI driver takes precedence over the GameInput driver
4a59b17de2a Added infrastructure for querying battery status for GameInput
fd9a4eff9f9 Updated GameInput device info to match other joystick drivers
8f0f14c3122 Added automatic gamepad mapping for the GameInput driver
eb9a7d97f98 The GameInput driver handles Xbox controllers
698b7deaa26 Removed GAMEINPUT_JoystickEffectDataType_HapticFeedback
f35ede72810 Generalized the idea of joystick driver priority
7f33464bedd opengles2: Call glClearColor() with r,g,b,a, not r,g,g,a
fee140bdfeb Added the option for GameInput support to the Win32 SDL build
534f753e202 GameInput backend for SDL (Gamepad-only for now)
7ed1f3554d5 Define HAVE_LIBC for the platforms with a C library
ed615e92b79 Updated automated test now that getting an invalid property isn't an error
dc7baa415eb Show the window after creating the renderer
ff01d0b5685 Fixed building without HAVE_LIBC on Windows
8ce786d2b6c Property query functions don't set an error if they return the default value
202886f8739 Make use of the HDR light range when playing HDR video
317099b01fb Sync SDL3 wiki -> header
cb386494905 Added SDL_PROP_DISPLAY_HDR_WHITE_LEVEL_FLOAT
631b05b211e Drop stray trailing whitespace for android-project
6472e362648 x11: Minor cleanup in new mouse cursor selection code.
b986bc8be92 emscripten, wayland, x11: Share the table of CSS cursor names
7dbd6669c36 wayland: Move calls to WAYLAND_wl_cursor_theme_get_cursor out of the switch
40a6c1c0a70 wayland: Use CSS/freedesktop cursor name "default" as a fallback
791646535a5 wayland: Reference CSS cursor name vocabulary
cb9565354c5 x11: Use XcursorLibraryLoadCursor to load system cursors when available.
d451fcd7a7d Fixed HDR video content being too bright on Apple platforms
c09daf83888 Removed unused variables
6efe5f30ed5 don't let SDL_render.c:render_drivers[] have an empty initializer list.
aae2d228529 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
8ddddd36cd2 audio: Deal with race conditions against default device changes.
4eae38580f0 cocoa: Remove resize hack when changing the window backing scale Zeroing the window width and height was necessary in SDL2 to short-circuit the resize event deduplication code when the window backing scale changed, but not the logical size. This is no longer necessary in SDL3, as it will explicitly check for scale changes on resize events and dispatch pixel size/scale changed events as appropriate, even if the window's logical size hasn't changed.
f9ba0e1dbdf wayland: Don't store wl_output pointers in mode driver data
5e1d9d19a44 audio: Don't use SDL_BindAudioStream inside SDL_OpenAudioDeviceStream().
5e6ae85b631 Update the draggable state when the hit test callback changes
4d4c24acdd7 Sync SDL3 wiki -> header
bc984f78bf4 android: Remove blocking permission request code. Async only in SDL3!
af61cfd5e04 android: Added SDL_AndroidRequestPermissionAsync.
310f21bf84a video: Ensure that all references to a destroyed fullscreen window are removed
f2695856d6c Use SDL string functions
725c79f3ac0 Fixed building with SDL_LEAN_AND_MEAN
734d6fa1f31 Fixed documentation of SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN
ead3cbafd7a Fixed documentation for SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 (thanks @AntTheAlchemist!)
814a94c3498 Fixed error: unused variable 'axes' [-Werror,-Wunused-variable]
b39246936b3 Added SDL_cocoashape* to Xcode project
f4d97bdb14a Update mouse transparency when the window shape changes
42cdbf6b214 Explicitly retain and release NSObjects in C structures
87c07a79c0b Changed property name from '-' to '_'
59f1e66adc4 Sync SDL3 wiki -> header
dca2721b919 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
2f7c24e4be9 Removed SDL_HINT_RENDER_SCALE_QUALITY
20051f805f3 Removed SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
7cb1ca60ecf Removed SDL_HINT_RENDER_OPENGL_SHADERS
9920e062d5d Removed SDL_HINT_THREAD_STACK_SIZE
9e505252c0c Renamed SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
a5389368218 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES
980c379a0be Renamed SDL_HINT_LINUX_JOYSTICK_CLASSIC to SDL_HINT_JOYSTICK_LINUX_CLASSIC
1f7936d545e Renamed SDL_HINT_LINUX_HAT_DEADZONES to SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
39cfb437ed4 Renamed SDL_HINT_LINUX_DIGITAL_HATS to SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
b557c15bcf3 Renamed SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE to SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
4f628b5b62c Renamed SDL_HINT_GDK_TEXTINPUT_DEFAULT to SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT
fd5d761128c Renamed SDL_HINT_DIRECTINPUT_ENABLED to SDL_HINT_JOYSTICK_DIRECTINPUT
a5da7d0dd5b Renamed SDL_HINT_ALLOW_TOPMOST to SDL_HINT_WINDOW_ALLOW_TOPMOST
ef8791cba84 Cleaned up and organized hint documentation
9ce7fe2848a Removed SDL_HINT_ACCELEROMETER_AS_JOYSTICK
5af71138421 Rename property define names to have a type suffix
cacac6cc341 Updated structure and field names for consistency
6f87973b9c7 Added a reserved field to the SDL_Event structure
97d6e58a190 mark SDL_CleanupWindowTextureData as SDLCALL.
ee5289ef09f mark SDL_ClipboardTextCallback as SDLCALL
168322f3588 SDL_properties.c: mark CleanupFreeableProperty and CleanupSurface as SDLCALL
bba2a5d360b Added SDL_SetFreeableProperty() for internal use
432ce3f1679 Sync SDL3 wiki -> header
416803b03b7 Clarify the lifetime of the shape surface in SDL_SetWindowShape()
69f2bd151ec Fix broken use of MsgWaitForMultipleObjects.
0f81598e9f5 Wayland: Avoid SEGV if a modifier notification comes before the keymap
f95b7ee4da8 Renamed SDL_HasWindowSurface to SDL_WindowHasSurface
1ec0e22bcd7 Sync SDL3 wiki -> header
11620971358 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
3ebbf0f409d Guarded ElementAlreadyHandled with #ifdef ENABLE_PHYSICAL_INPUT_PROFILE (thanks @Donione!)
9ff8df932a5 Sync SDL3 wiki -> header
f6b92c9b88b Re-added a simplified version of SDL_SetWindowShape()
1143bdc3513 Greatly simplified the shape example
b7c61569f89 Redefine XINPUT_CAPABILITIES_EX as an SDL typedef
bfcca2a36e0 Use saturate() instead of clamp() for slightly faster shader operation
1684032c17b Sync SDL3 wiki -> header
4ce7ae31d44 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
d777becd9da Fixed spacing
91639d855f2 Don't use the direct3d12 renderer with transparent windows
26e947f8eaa Added VIDPID for OpenFFBoard wheel (thanks @groybe!)
c951bbe3def Look at all available usages when determining whether to ignore a device
dd726cb0976 Moved rgb24_yuv420_std() to the correct header
1673d52351e Fixed building with an older macOS SDK
4ec5aef028f Disable warning C4214: nonstandard extension used: bit field types other than int
faeb2b1f225 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019
1269590dfc2 Clarified that SDL scancodes are unaffected by keyboard layout
1c4c29b7adc Fixed a swap chain leak and a double-free in testffmpeg.c
3158342441a Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
9e194c1a1d6 Added BT.601/SMPTE240 to the color primaries conversion matrices
fb823fbe95e Make sure we're actually using the HDR10 colorspace before using that shader
7b74e2eeb8f Emscripten_SetWindowFullscreen: Fix crash due to uninitialized EmscriptenFullscreenStrategy members
ed86cec07f9 Sync SDL3 wiki -> header
985da79d73e Use a more concise representation of YUV -> RGB conversion
8afba41aef4 Added support for HDR10 video on Apple platforms
2039c46d2ca Added support for creating an SDL texture from a CVPixelBufferRef
c79462dc50f Fixed Xcode build warnings
ba074acad43 Implemented scRGB colorspace and HDR support on macOS
451dc414278 Sync SDL3 wiki -> header
30e176d6ba5 Added HDR display properties and related event
d4caef5b892 Generalize SDR white level handling into a color scale
82d89ff4fb1 Fix memory leak in SDL_UpdateSteamVirtualGamepadInfo()
b05ea8e04e1 Updated direct3d12 renderer with HDR10 and SDR whitelevel support
c3e4481d56a Use a reasonable default for unspecified YUV colorspace
240158f3e80 Scale SDR content to SDR whitelevel when HDR is enabled
e97b2061b4b Converted shader headers to UNIX line endings
e98e5abd2a2 Added batch file to create D3D12 shaders
809f02e89e7 SDL_ReadSurfacePixel() now supports large pixel formats
9755e490c03 Workaround for crash at shutdown in testffmpeg
e74171b1ae9 Added support for HDR10 video playback on direct3d11
f85535b4b60 Use functions from SDL instead of libc
a6374123c77 Sync SDL3 wiki -> header
548b382fd98 Fixed slow startup time when using the direct3d12 renderer
dab77fe29b1 Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers
ec322bee1c0 Fixed testyuv help message
327b976bc46 SDL_COLORSPACE_JPEG is the default YUV colorspace
5b8e5f8b9f0 Fixed accidental changing of All to Allu in previous commit (thanks @zturtleman!)
67bbf20addc Null check SDL_DBusContext pointer
2ad4646a248 Don't release currentOffscreenRenderTargetView, we don't have a reference to it
9005512c180 Fixed build
7271a2040b6 Don't force on the D3D11 debug flag
b4d0af9cf3b Removed unused variables
200f87ea0b5 Only set the colorspace if it's not the default
c0b27ccef99 Fixed warning C4701: potentially uninitialized local variable 'drawnTextRect' used
8eba5b75ca9 Fixed warning C4701: potentially uninitialized local variable 'rndctx' used
445cb42acd0 Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data
45f936c7881 Fixed warning C4245: 'initializing': conversion from '__int64' to 'unsigned __int64', signed/unsigned mismatch
74e85e3a517 Fixed warning C4706: assignment within conditional expression
c3e3ad61400 Fixed build warnings
c02aaebccc0 Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch
ff5fdf9f53e Fixed warning C4244: 'initializing': conversion from 'int' to 'const Uint8', possible loss of data
9989f92eeee Fixed warning C4245: 'initializing': conversion from 'int' to 'SDL_AudioDeviceID', signed/unsigned mismatch
cb811ba4638 Fixed warning C4366: The result of the unary '&' operator may be unaligned
62221b3003c Fixed warning C4245: 'return': conversion from 'int' to 'SDL_TimerID', signed/unsigned mismatch
4514aabb414 Fixed warning C4245: 'return': conversion from 'int' to 'Uint64', signed/unsigned mismatch
f107393ed56 Fixed warning C4245: 'return': conversion from 'int' to 'unsigned int', signed/unsigned mismatch
c3e821fa803 Optimized SDL_DuplicatePixels()
89b9d6cbdc7 SDL_RenderReadPixels() now returns a surface
ab571633d12 Sync SDL3 wiki -> header
50a805cdd1b Use YUV colorspaces instead of a global YUV conversion mode
9e76f23561c SDL_windowsopengl.c: WGL: Fixed null-pointer dereference crash
e0158f68e45 Fix SDL_mfijoystick build issues
2819988f8bc Sync SDL3 wiki -> header
a2c45f61bb6 Updated scRGB render colorspace documentation
e67e0c5d558 vulkan_metal.h: Make compatible with ObjC ARC (thanks @jmroot!)
f9c57e16b0b Don't test 10-bit pixel format conversion
b8fe96fa81c Fixed build warning
ba86d9f235e When changing surface format, use the default colorspace for the new format
25fd5da1a75 Removed maxCLL and maxFALL properties, moved them to SDL_image for HDR image loading
943ab983cb8 Sync SDL3 wiki -> header
5d48f9a63a0 Added SDL_CopyProperties()
c007c7ed55a Sync SDL3 wiki -> header
aa8f609ff3a Clamp HDR colors to the SDR range for SDR renderers
9591b2cfb44 Finalized the SDL render API colorspaces
7c089f4e570 testautomation_math: Fix misleading log output
b66dba2a9d0 test: Don't accept results that are much less than expected
f1f9e271288 testautomation_math: do relative comparison + more precise correct trigonometric values
babca704e0b testautomation: Don't expect exp to yield exact floating point results
f6f9468d840 Fixed warning C4701: potentially uninitialized local variable 'srcpixel' used
d383299779b Fixed build on older Windows SDK
d04fea8b877 Even more miscellaneous gamepad buttons!
cb70e972e3e Added miscellaneous gamepad buttons for additional macro buttons on some controllers
d6a48e4958e Don't use the system iconv on Apple mobile platforms
ea0853d23dc Added an HDR gradient test to testcolorspace
dc607c666bf Fixed creating HDR textures with SDL_CreateTexture()
dcfb069c756 Sync SDL3 wiki -> header
7561116873d Added support for floating point texture formats
90597aeaef8 HDR10 colorspace isn't currently supported
19dde63e7c4 Added a simple linear scale for tonemapped HDR to SDR surface conversion
fc35b7e121e Convert to sRGB if trying to create a texture from an HDR surface
c1f3c810033 Make the color primary conversion code reusable
496ed01bdb5 Detect blending in HDR10 colorspace
dd28ab04894 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace()
9c8b47b726f Cache the draw color state in the software and PSP renderers
dacfaa91b42 Make sure to round color values when converting  to Uint8
c00b6a8e205 SDL_kmsdrmvideo.c: clean-up includes, add clarifying note after 5ab879f
a4969e393e3 Sync SDL3 wiki -> header
6f443e2acaf Added support for the scRGB colorspace on D3D11 and D3D12
12c31898c1d Update colors in SDL_RenderGeometryRaw() if we're doing interpolation in linear space
77549dc91ea Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat()
4b3c530dd17 Fixed out of bounds access
3c45544a146 Added a slow blit function to handle large pixel formats and colorspace conversion
49cc4c14e9a Use the default colorspace if we have to convert texture pixels
c1f97c8e07d Fixed testgeometry after color format change (thanks @sezero!)
482a27bc00c wayland: Throttle to 20hz if the frame callback never fires
4a759b340ff Fixes in SDL_ColorSpace (SDL_pixels.h)
9462eec57be pipewire: Don't assert if the default capture device is a sink or vice versa
d15fb9e063a Sync SDL3 wiki -> header
f257eb44816 Added the concept of colorspace to the SDL renderer
554f0625d34 Renderer colors now have floating point precision
da8fc70a83c Fixing viewport
851c1a5e9c9 Fix scissor usage
dc35ee9d540 Fix color
61a3a163dbc Fixed typo (thanks @Akaricchi!)
7fbd85ad5cf Sync SDL3 wiki -> header
61b5c38e6e4 Added the initial concept of colorspace to SDL
a3bfd5329c5 Fix broken mingw i686 buildscript
59d7dd36155 Fix broken mingw x86_64 buildscript
fbf10afb316 wayland: Consolidate window creation logic
2e96307b275 wayland: Always create a viewport for the surface, if possible
94240c197de docs: Hint envvars needs to use the hint string, not the macro name
00a8ca403e2 Sync SDL3 wiki -> header
fbebbab90d8 wayland: Only set the explicit logical window size when using display scaling
879ba46adef wayland: Make sure the logical window size can't go to zero.
b97cda226fb wayland: Refactor internal variable names for better readability
344ec60f8f5 tests: Fix window centering test with Wayland display scaling mode
5b8ca05f1a7 wayland: Add a forced screen space scaling mode
9f7eb6c4c11 Fixed testautomation log callback calling convention
12bdb2b4d04 Added the environment variable SDL_LOGGING to control default log output
dcd26a80e5a windows: Minor tweaks that makes Windows XP vidmodes work again.
6ca596cfc1e windows: Manage MapVirtualKey vs Windows XP.
1c5bc537385 windows: Manage WideCharToMultiByte vs Windows XP.
2144c2ac713 windows: Added WIN_IsWindowsXP, for extreme runtime compatibility checks.
56fa22c63bf windows: OS version checks now cache results.
4fba6633687 Simplified the default log category logic
a7a98d8bbb8 Document that the default log priority is error, not critical
fd14a20a4be Sync SDL3 wiki -> header
17768c51fcb Revert "Sync SDL3 wiki -> header"
2a4db8c4156 SDL_rwops.c (SDL_IsRegularFile): fix WinRT build failure due to S_ISREG
5ae2ffc1277 document that text input is on by default
5e96e410d63 Sync SDL3 wiki -> header
f66fe7e2210 Replaced SDL_GetJoystickCaps() with joystick properties
019dc53764d SDL_RWFromFile, stdio: reject if the file is not a regular file.
aba3038353e Sync SDL3 wiki -> header
3b55c7d1f4c Shortened SDL property names
1885e6b2e0b Sync SDL3 wiki -> header
8a4284b7df2 Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
2d94b4f4908 Make sure we set datasize on error in SDL_LoadFile_RW()
dff76bf2956 Enable text input on video initialization without popping up an on-screen keyboard
b9ea2dde443 Added VisionOS as a supported target to the Xcode project
7a7875c904b wasapi: A few tweaks to buffer management.
e71e16950a5 wayland: Use the preferred order of displays exposed by KDE
e0c2cca629e Fixed fullscreen windows having rounded corners and 1px transparent borders on Windows 11.
a1a4948fdae Fixed the size and position of minimized windows on Windows
5ba839e83b6 fix XRandR refresh rate calculation
44a2c4d5126 Only retain SDL_* + platform macro's in rename_macros.py
c5794cd9116 ci: bump actions version tag
33f86d81fce Add all macros from SDL2's SDL_config.h to rename_macros.py
aeac8774f79 Missed one
d0dd60c8baa Updated new pixel format names to be more consistent with the others
0f78aa7c30c Add some high bit-depth pixel formats
5ab879f89aa SDL_kmsdrmvideo.c: move SDL_kmsdrmvulkan.h include to before all others
ecbbef8b8df blendmode: Corrected docs for `SDL_BLENDOPERATION_[REV_]SUBTRACT`.
8814095aa82 main: Indented SDL_main headers for readability, removed SDL2 compat macros.
22ea59425d0 wayland: Fix whitespace
c202893fbb0 wayland: Make sure the primary display is always first under GNOME
b8081e8e357 video: lowercase some video backend names.
02f59f3ae69 Note that SDL_GetHaptics() is useful in combination with SDL_OpenHaptic()
594eef99eca Added a migration note about SDL_TouchID and SDL_FingerID
2670eb44afe Improved timing accuracy of SDL_WaitEventTimeout() on Windows
5ddd97062e7 Added test code to validate SDL_WaitEventTimeout()
d6ebbc2fa4a mayflash adapter PS4 support
b8c4ea3cd12 Don't add the FIXME for converted macros
006edcab604 Switch to using SDL_powf() instead of pow()
95a67278d1e Updated documentation after 2654c52d0e03578ea002dc62603a3f48e1353829
205c417f740 testgles2.c, testgles2_sdf.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
6b3b7c7d4b6 SDL_hidapi_ps3.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
81314c4998c SDL_render_gl.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
1c79edbe022 SDL_test_memory.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
07a0c0e402c SDL_hidapi.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
34f03207c4a SDL_cpuinfo.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
fd6ec3b9aa5 SDL_intrin.h: adjust for new SDL_PLATFORM_WINDOWS meaning.
2654c52d0e0 macro SDL_PLATFORM_WINDOWS now means Win32 api and Windows-based OS's.
1ac96029092 Make sure we include the matching copy of vk_video headers
fc74bf8455f Update to the latest version of the Khronos headers
12b01ef674e rename_macros.py: fix typo for __WIN32__
a06ee5b98df Don't try to use SDL platform macros in configure-time checks
f61870cfb45 Go back to using compiler built-in macros in ARM assembly code
ed421f4fd8d Revert Khronos headers to upstream version
8fe257b5417 Added support for other HDR color primaries
c5792cc0de9 SDL_thread.h: replace uses of __GDK__ and __WINRT__ (missed in #8875.)
31d133db40b Define SDL_PLATFORM_* macros instead of underscored ones (#8875)
ceccf24519b Sync SDL3 wiki -> header
7cd914593f3 Added HDR surface properties and tone mapping from HDR to SDR
a71f99c71f7 Fixed ambiguity between std::byte and byte in rpcndr.h
6fb188eb35f Sync SDL3 wiki -> header
cd231a65f62 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
c88c12148d8 SDL_ShowMessageBox: Remove `#ifdef`s and respect SDL_VIDEO_DRIVER hint.
5f65fd360d0 wayland: Free the input struct in all initialization failure paths
84e47b4af59 wayland: Always create the backing input store, even if there is no seat
99ce8af4397 Fixed warning C4244: '=': conversion from 'Sint64' to 'int', possible loss of data
a28a42cfc68 Fixed declaration of SDL_HapticRumbleSupported
052b958bf2f Made SDL_HapticEffect const in the API
fa5bfe577ca Fixed warnings building for UWP
3e541eab229 Fixed error: 'fq' may be used uninitialized [-Werror=maybe-uninitialized]
8f20ef5b438 Re-enable C runtime with Mingw, and disable the problematic math test
1f177be1e45 Disable the Mingw C runtime by default
5e70ee29cc6 Build SDL with the static C runtime on Visual Studio
e2f35a16c28 Added <string.h> for declaration of memset() and memcpy()
7a069cc4b0b Allow optimizing memcpy and memset where possible
8d25c2d2609 video: Fix window manager initiated fullscreen window moves
8c7f5b73e8d Fixed build
4d6e2d8b736 Sync SDL3 wiki -> header
308906ba254 Added SDL_FlipSurface() to flip a surface vertically or horizontally
2cd583ee13e Prevent asan warning on qsort(): 'src/stdlib/SDL_qsort.c:27:5: runtime error: null pointer passed as argument 1, which is declared to never be null`
5db543a66a5 Just use the khronos headers for the checks that need them
4b82bed2599 Fixed building with the steamrt/scout SDK
116c60c5b03 Run EGL/GLES cmake tests with the Khronos headers available
b552f26e6a3 Fix building with the steamrt/scout SDK
7b02d328fa6 Fixed overflow in SDL_SoftStretch() (see #8878)
64972b41848 Fixed build
6a00ae7e58a Fixed rendering diagonal lines within a viewport
8d9c7d8ebe2 SDL_UpdateFullscreenMode: Only restore mouse position when exiting fullscreen if the fullscreen mode actually changed
a73132177d3 Make sure the render target isn't bound as a resource
09ba55b462b Fixed crash scaling very large surfaces
aa3fc6e904d Fixed D-pad on Xbox One controllers using the HIDAPI driver
3639743d890 Fixed bug #7614: Segmentation Fault in SDL_BlitSurface (#7808)
bd5d4d61edc Fixed potential overflow in software triangle rendering
b566bfce071 Fixed warning C4152: nonstandard extension, function/data pointer conversion in expression
9fc1135e3bb Fixed warning C4127: conditional expression is constant
1dbe54c4e65 Fixed warning C4244: 'function': conversion from 'SDL_ThreadID' to 'DWORD', possible loss of data
f86b3ac6052 Fixed types used in documentation (thanks @Dragon-Baroque!)
129b459b2cf Fix compilation problems about yuv_rgb_lsx.c
81ac656b7c9 SDL_CalculateRGBSize, SDL_CalculateYUVSize: set the error indicator
e9a0edc8476 testautomation_surface: Really make width * bpp overflow
eb059538f87 testautomation_surface: Really make pitch + alignment overflow
4fdc291f5d6 Add spaces around SDL_PRI??? to avoid potential compiler warnings.
949b4fc3492 x11: XI_Motion should mark the global mouse position as changed.
87f559e0214 Updated Xcode projects after dbdc65fc95
49adb23ad90 Build yuv_rgb_lsx.c with -mlsx
dbdc65fc955 video: move standard c, sse and lsx implementations of yuv2rgb to its own source
a31dc6dfcb8 Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value
b19d43a74d8 Add SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to migration readme
b3849739364 Remove no longer needed hint
42d6cf9ce75 Update thread naming on windows
cda2bffeeea Re-add SDL_HAPTIC_SQUARE for SDL 3.0
df4b855af5d Updated SDL_TLSID to use the same type as other IDs in SDL
fc0c7749764 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
d6a41f8f311 Updated SDL_TimerID to use the same type as other IDs in SDL
bc3a71d400c Sync SDL3 wiki -> header
464f4d19fe8 Removed obsolete XInput mapping hint
f8dfee01bb4 Made SDL_ReadSurfacePixel a public function
f7ba340999c remove several instances of unnecessary emptry str "" after SDL_PRI???
c540c77756e Removed SDL_INIT_EVERYTHING
26996e2c024 We've decided to keep separate functions for creating a thread with and without stack size specified.
a2665f54c86 Updated the atomic API for SDL 3.0 naming conventions
4e60fc9b2b1 Sync SDL3 wiki -> header
fb898d6df0b Clarify that desktop mode is the non-exclusive borderless fullscreen mode
b5bcf45a65f Sync SDL3 wiki -> header
4fee6cb274f Added documentation for custom event cleanup in SDL_FlushEvent()
fd34bc56f97 cocoa: Fix SDL_CocoaWindowData keyboard_focus being left pointing to a destroyed SDL window if input focus not previously reset for that window
0a99ad7a686 cocoa: Fix Cocoa_RaiseWindow not making child window key if SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED is true
20e8411b127 Sync SDL3 wiki -> header
f4a0bc02d54 Re-added prototypes for stub API functions
f224af5ac50 Updated Haptic API for SDL 3.0 conventions
8ca9134115d Removed unnecessary NULL assignment
75dd7e1658f Note that we only allow disabling major subsystems
130b361904e Removed SDL_MISC_DISABLED
20fa5e6ad0e Removed SDL_LOCALE_DISABLED
6efadfdb776 Removed SDL_FILESYSTEM_DISABLED
3d951134a3c Removed SDL_FILE_DISABLED
ac367be171b Updated CMakeLists.txt now that timers and threads can't be disabled
e2080f74fdf Fixed building with the joystick subsystem disabled
a0967c017ff Fixed building with the video subsystem disabled
31f34e95042 Removed SDL_ATOMIC_DISABLED
6e1b11368d7 Removed SDL_CPUINFO_DISABLED
52d65870844 Removed SDL_EVENTS_DISABLED
ba027227559 Removed SDL_LOADSO_DISABLED

git-subtree-dir: external/sdl/SDL
git-subtree-split: fb5307c1b3f46e70217ce43c0dbab4d3795bd91b
2024-03-28 16:26:21 +01:00
2546 changed files with 930562 additions and 22600 deletions

View File

@ -7,7 +7,7 @@ on:
branches: [ master ]
env:
BUILD_TYPE: RelWithDebInfo
BUILD_TYPE: Release
BRANCH_NAME: ${{ github.head_ref || github.ref_name }}
jobs:
@ -17,18 +17,18 @@ jobs:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: sudo apt update && sudo apt -y install libsodium-dev cmake libvpx-dev libopus-dev
run: sudo apt update && sudo apt -y install libsodium-dev
- name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DTOMATO_BREAKPAD=ON -DTOMATO_TOX_AV=ON -DCMAKE_EXE_LINKER_FLAGS=-gz
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
- name: Determine tag name
id: tag
@ -37,10 +37,10 @@ jobs:
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Compress artifacts
@ -50,93 +50,12 @@ jobs:
- uses: actions/upload-artifact@v4
with:
# TODO: simpler name?
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64
# TODO: do propper packing
path: |
${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64.tar.gz
android:
timeout-minutes: 30
# contains sections copied from sdl repo
runs-on: ubuntu-latest
strategy:
matrix:
platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android
ndk_abi: x86_64
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- uses: nttld/setup-ndk@v1
id: setup_ndk
with:
local-cache: false # https://github.com/nttld/setup-ndk/issues/518
ndk-version: r26d
- uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
- name: update vcpkg
run: |
git clone https://github.com/microsoft/vcpkg.git
- name: Install Dependencies (host)
run: sudo apt update && sudo apt -y install cmake pkg-config nasm
- name: Install Dependencies (target)
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} --overlay-ports=vcpkg/ports libsodium opus libvpx libpng libjpeg-turbo
# vcpkg scripts root /usr/local/share/vcpkg/scripts
- name: Configure CMake
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=/usr/local/share/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=${{matrix.platform.vcpkg_toolkit}} -DANDROID=1 -DANDROID_PLATFORM=23 -DANDROID_ABI=${{matrix.platform.ndk_abi}} -DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=${{steps.setup_ndk.outputs.ndk-path}}/build/cmake/android.toolchain.cmake -DSDLIMAGE_JPG_SHARED=OFF -DSDLIMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON -DTOMATO_TOX_AV=ON -DCMAKE_EXE_LINKER_FLAGS=-gz
- name: Build (tomato)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Build (SDL3-jar) (workaround)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t SDL3-jar
- name: Build (apk)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato-apk
- name: Determine tag name
id: tag
shell: bash
# taken from llama.cpp
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: rename apk
id: rename_apk
shell: bash
run: mv "${{github.workspace}}/build/android/tomato.apk" "${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk"
- uses: actions/upload-artifact@v4
with:
name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-Android-${{matrix.platform.ndk_abi}}
path: |
${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk
windows:
timeout-minutes: 15
@ -144,32 +63,23 @@ jobs:
runs-on: windows-2019
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
#- name: update vcpkg
# shell: bash
# run: |
# cd C:/vcpkg
# git pull
- name: Install Dependencies
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
## sdl_image vendored needs nasm for dav1d
#- uses: ilammy/setup-nasm@v1
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DSDLIMAGE_VENDORED=ON -DSDLIMAGE_DEPS_SHARED=ON -DSDLIMAGE_JXL=OFF -DSDLIMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe -DTOMATO_BREAKPAD=ON -DTOMATO_TOX_AV=ON
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -t tomato
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
- name: Determine tag name
id: tag
@ -178,18 +88,12 @@ jobs:
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Clean temporary artifacts
# msvc sometimes produces .ilk files, which are used for linking only
shell: powershell
run: |
Remove-Item "${{github.workspace}}/build/bin/*.ilk"
- name: Compress artifacts
shell: powershell
run: |
@ -197,7 +101,8 @@ jobs:
- uses: actions/upload-artifact@v4
with:
name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-msvc-x86_64
# TODO: simpler name?
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-x86_64
# TODO: do propper packing
path: |
${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-x86_64.zip
@ -209,32 +114,23 @@ jobs:
runs-on: windows-2019
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
#- name: update vcpkg
# shell: bash
# run: |
# cd C:/vcpkg
# git pull
- name: Install Dependencies
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
## sdl_image vendored needs nasm for dav1d
#- uses: ilammy/setup-nasm@v1
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DTOMATO_ASAN=ON -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DSDLIMAGE_VENDORED=ON -DSDLIMAGE_DEPS_SHARED=ON -DSDLIMAGE_JXL=OFF -DSDLIMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe -DTOMATO_TOX_AV=ON
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DTOMATO_ASAN=ON -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
- name: Determine tag name
id: tag
@ -243,18 +139,12 @@ jobs:
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Clean temporary artifacts
# msvc sometimes produces .ilk files, which are used for linking only
shell: powershell
run: |
Remove-Item "${{github.workspace}}/build/bin/*.ilk"
- name: Compress artifacts
shell: powershell
run: |
@ -262,6 +152,7 @@ jobs:
- uses: actions/upload-artifact@v4
with:
# TODO: simpler name?
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-asan-x86_64
# TODO: do propper packing
path: |
@ -274,7 +165,6 @@ jobs:
needs:
- linux-ubuntu
- android
- windows
- windows-asan
@ -282,7 +172,7 @@ jobs:
contents: write
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
@ -293,10 +183,10 @@ jobs:
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
echo "name=${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Download artifacts
@ -313,8 +203,8 @@ jobs:
run: |
gh release create "$tag" \
--repo="$GITHUB_REPOSITORY" \
--title="${tag#v}" \
--notes="preview build of the latest commit" \
--title="nightly ${tag#v}" \
--notes="nightly build" \
--prerelease
- name: Upload artifacts

View File

@ -16,85 +16,18 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
- name: Install Dependencies
run: sudo apt update && sudo apt -y install libsodium-dev cmake
run: sudo apt update && sudo apt -y install libsodium-dev
- name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
android:
timeout-minutes: 30
# contains sections copied from sdl repo
runs-on: ubuntu-latest
strategy:
matrix:
platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android
ndk_abi: x86_64
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- uses: nttld/setup-ndk@v1
id: setup_ndk
with:
local-cache: false # https://github.com/nttld/setup-ndk/issues/518
ndk-version: r26d
- uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
#- name: update vcpkg
# run: |
# git clone https://github.com/microsoft/vcpkg.git
- name: Install Dependencies (host)
run: sudo apt update && sudo apt -y install cmake pkg-config nasm
- name: Install Dependencies (target)
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
#run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} --overlay-ports=vcpkg/ports libsodium opus libvpx libpng libjpeg-turbo
run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} libsodium opus libvpx libpng libjpeg-turbo
# vcpkg scripts root /usr/local/share/vcpkg/scripts
- name: Configure CMake
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=/usr/local/share/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=${{matrix.platform.vcpkg_toolkit}} -DANDROID=1 -DANDROID_PLATFORM=23 -DANDROID_ABI=${{matrix.platform.ndk_abi}} -DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=${{steps.setup_ndk.outputs.ndk-path}}/build/cmake/android.toolchain.cmake -DSDLIMAGE_JPG_SHARED=OFF -DSDLIMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON
- name: Build (tomato)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Build (SDL3-jar) (workaround)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t SDL3-jar
- name: Build (apk)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato-apk
- uses: actions/upload-artifact@v4
with:
name: ${{ github.event.repository.name }}-${{matrix.platform.vcpkg_toolkit}}
# TODO: do propper packing
path: |
${{github.workspace}}/build/android/tomato.apk
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
macos:
timeout-minutes: 10
@ -102,7 +35,7 @@ jobs:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
@ -113,38 +46,29 @@ jobs:
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
windows:
timeout-minutes: 15
timeout-minutes: 10
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v3
with:
submodules: recursive
#- name: update vcpkg
# shell: bash
# run: |
# cd C:/vcpkg
# git pull
- name: Install Dependencies
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
## sdl_image vendored needs nasm for dav1d
#- uses: ilammy/setup-nasm@v1
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DSDLIMAGE_VENDORED=ON -DSDLIMAGE_DEPS_SHARED=ON -DSDLIMAGE_JXL=OFF -DSDLIMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4

6
.gitmodules vendored
View File

@ -20,9 +20,3 @@
[submodule "external/solanaceae_plugin"]
path = external/solanaceae_plugin
url = https://github.com/Green-Sky/solanaceae_plugin.git
[submodule "external/solanaceae_object_store"]
path = external/solanaceae_object_store
url = https://github.com/Green-Sky/solanaceae_object_store.git
[submodule "external/solanaceae_message_serializer"]
path = external/solanaceae_message_serializer
url = https://github.com/Green-Sky/solanaceae_message_serializer.git

View File

@ -18,28 +18,14 @@ set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
option(TOMATO_MAIN_SO "Build tomato as a shared object (for eg android apps)" ANDROID)
option(TOMATO_ASAN "Build tomato with asan (gcc/clang/msvc)" OFF)
option(TOMATO_BREAKPAD "Build tomato with breakpad crash dumping" OFF)
option(TOMATO_TOX_AV "Build tomato with ToxAV" OFF)
if (TOMATO_ASAN)
if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang")
if (NOT WIN32) # exclude mingw
add_compile_options(-fno-omit-frame-pointer)
add_compile_options(-fsanitize=address,undefined)
#add_compile_options(-fsanitize=address,undefined,pointer-compare,pointer-subtract)
#add_compile_options(-fhardened)
#add_compile_options(-D_FORTIFY_SOURCE=3 -D_GLIBCXX_ASSERTIONS -ftrivial-auto-var-init=zero -fPIE -pie -Wl,-z,relro,-z,now -fstack-protector-strong -fstack-clash-protection -fcf-protection=full)
add_link_options(-fno-omit-frame-pointer)
add_link_options(-fsanitize=address,undefined)
#add_link_options(-fsanitize=address,undefined,pointer-compare,pointer-subtract)
#add_link_options(-fhardened)
#add_link_options(-D_FORTIFY_SOURCE=3 -D_GLIBCXX_ASSERTIONS -ftrivial-auto-var-init=zero -fPIE -pie -Wl,-z,relro,-z,now -fstack-protector-strong -fstack-clash-protection -fcf-protection=full)
link_libraries(-static-libasan) # make it "work" on nix
link_libraries(-fsanitize=address)
#link_libraries(-fsanitize=address,undefined)
#link_libraries(-fsanitize=undefined)
message("II enabled ASAN")
else()
message("!! can not enable ASAN on this platform (gcc/clang + win)")
@ -52,23 +38,8 @@ if (TOMATO_ASAN)
endif()
endif()
message("II TOMATO_BREAKPAD: ${TOMATO_BREAKPAD}")
if (TOMATO_BREAKPAD)
if (LINUX) # TODO: test if android
# HACK: workaround an ugly cmake bug,
# where subdirs can now propergate enable_language upwards
enable_language(ASM)
endif()
endif()
message("II TOMATO_TOX_AV: ${TOMATO_TOX_AV}")
# uggly, but it needs to be defined for all of tomato.
# but this also means that we can not compile tomato in the same cmake as plugins
add_compile_definitions(ENTT_API_EXPORT)
# external libs
add_subdirectory(./external EXCLUDE_FROM_ALL) # before increasing warn levels, sad :(
add_subdirectory(./external) # before increasing warn levels, sad :(
set(CMAKE_CXX_EXTENSIONS OFF)
@ -94,10 +65,3 @@ endif()
add_subdirectory(./src)
# TODO: move to src
if (ANDROID AND TARGET SDL3::Jar)
message("II building for ANDROID!!!")
add_subdirectory(android)
endif()

View File

@ -1,100 +0,0 @@
cmake_minimum_required(VERSION 3.14...3.24 FATAL_ERROR)
project(tomato_android)
# here be dragons
list(APPEND CMAKE_MODULE_PATH "${SDL3_SOURCE_DIR}/cmake/android")
find_package(SdlAndroid MODULE)
find_package(Java)
find_package(SdlAndroidPlatform MODULE)
# the existence of SDL3::Jar usually implies platform
if(SdlAndroid_FOUND)
include(SdlAndroidFunctions)
sdl_create_android_debug_keystore(tomato-debug-keystore)
sdl_android_compile_resources(tomato-resources RESFOLDER app/res)
set(ANDROID_MANIFEST_PACKAGE "org.libsdl.app.tomato")
#set(generated_manifest_path "${CMAKE_CURRENT_BINARY_DIR}/android/${TEST}-src/AndroidManifest.xml")
string(REPLACE "." "/" JAVA_PACKAGE_DIR "${ANDROID_MANIFEST_PACKAGE}")
#set(GENERATED_SRC_FOLDER "${CMAKE_CURRENT_BINARY_DIR}/android/${TEST}-src")
#set(GENERATED_RES_FOLDER "${GENERATED_SRC_FOLDER}/res")
#set(JAVA_PACKAGE_DIR "${GENERATED_SRC_FOLDER}/${JAVA_PACKAGE_DIR}")
set(JAVA_PACKAGE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/app/java/${JAVA_PACKAGE_DIR}")
sdl_android_link_resources(tomato-apk-linked
MANIFEST "app/AndroidManifest.xml"
PACKAGE ${ANDROID_MANIFEST_PACKAGE}
RES_TARGETS tomato-resources
TARGET_SDK_VERSION 31
)
set(CMAKE_JAVA_COMPILE_FLAGS "-encoding;utf-8")
set(classes_path "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/tomato-java.dir/classes")
# Some CMake versions have a slow `cmake -E make_directory` implementation
if(NOT IS_DIRECTORY "${classes_path}")
execute_process(COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}")
endif()
set(OUT_JAR "${CMAKE_CURRENT_BINARY_DIR}/tomato.jar")
# TODO: convert to cmake's add_jar
add_custom_command(
OUTPUT "${OUT_JAR}"
COMMAND ${CMAKE_COMMAND} -E rm -rf "${classes_path}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}"
COMMAND ${Java_JAVAC_EXECUTABLE}
-source 1.8 -target 1.8
-bootclasspath "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>"
"${JAVA_PACKAGE_DIR}/TomatoActivity.java"
$<TARGET_PROPERTY:tomato-apk-linked,JAVA_R>
-cp "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>:${SDL_ANDROID_PLATFORM_ANDROID_JAR}"
-d "${classes_path}"
COMMAND ${Java_JAR_EXECUTABLE} cf "${OUT_JAR}" -C "${classes_path}" .
DEPENDS $<TARGET_PROPERTY:tomato-apk-linked,OUTPUTS> "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>"
)
add_custom_target(tomato-jar DEPENDS "${OUT_JAR}")
add_dependencies(tomato-jar SDL3::Jar) # HACK: somehow their jar is not registered as an output
set_property(TARGET tomato-jar PROPERTY OUTPUT "${OUT_JAR}")
set(dexworkdir "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/tomato-dex.dir")
# Some CMake versions have a slow `cmake -E make_directory` implementation
if(NOT IS_DIRECTORY "${dexworkdir}")
execute_process(COMMAND "${CMAKE_COMMAND}" -E make_directory "${dexworkdir}")
endif()
set(classes_dex_base_name "classes.dex")
set(classes_dex "${dexworkdir}/${classes_dex_base_name}")
add_custom_command(
OUTPUT "${classes_dex}"
COMMAND SdlAndroid::d8
$<TARGET_PROPERTY:tomato-jar,OUTPUT>
$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>
--lib "${SDL_ANDROID_PLATFORM_ANDROID_JAR}"
--output "${dexworkdir}"
DEPENDS $<TARGET_PROPERTY:tomato-jar,OUTPUT> $<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>
)
add_custom_target(tomato-dex DEPENDS "${classes_dex}")
set_property(TARGET tomato-dex PROPERTY OUTPUT "${classes_dex}")
set_property(TARGET tomato-dex PROPERTY OUTPUT_BASE_NAME "${classes_dex_base_name}")
# file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
sdl_add_to_apk_unaligned(tomato-unaligned-apk
APK_IN tomato-apk-linked
OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates"
#ASSETS ${RESOURCE_FILES}
#NATIVE_LIBS SDL3::SDL3-shared tomato
NATIVE_LIBS tomato
DEX tomato-dex
)
sdl_apk_align(tomato-aligned-apk tomato-unaligned-apk
OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates"
)
sdl_apk_sign(tomato-apk tomato-aligned-apk
KEYSTORE tomato-debug-keystore
)
else()
message("EE SdlAndroid module not found")
endif()

View File

@ -1,102 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Replace com.test.game with the identifier of your game below, e.g.
com.gamemaker.game
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.libsdl.app.tomato"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Touchscreen support -->
<uses-feature
android:name="android.hardware.touchscreen"
android:required="false" />
<!-- Game controller support -->
<uses-feature
android:name="android.hardware.bluetooth"
android:required="false" />
<uses-feature
android:name="android.hardware.gamepad"
android:required="false" />
<uses-feature
android:name="android.hardware.usb.host"
android:required="false" />
<!-- External mouse input events -->
<uses-feature
android:name="android.hardware.type.pc"
android:required="false" />
<!-- Audio recording support -->
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<uses-feature
android:name="android.hardware.microphone"
android:required="false" />
<!-- Camera support -->
<uses-permission android:name="android.permission.CAMERA" />
<uses-feature
android:name="android.hardware.camera"
android:required="false" />
<uses-permission android:name="android.permission.INTERNET" />
<!-- Allow downloading to the external storage on Android 5.1 and older -->
<!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" /> -->
<!-- Allow access to Bluetooth devices -->
<!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> -->
<!-- Allow access to the vibrator -->
<uses-permission android:name="android.permission.VIBRATE" />
<!-- Create a Java class extending SDLActivity and place it in a
directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below.
An example Java class can be found in README-android.md
-->
<application android:label="@string/app_name"
android:icon="@mipmap/ic_launcher"
android:appCategory="social"
android:allowBackup="true"
android:theme="@style/AppTheme"
android:hardwareAccelerated="true" >
<!-- setting sdl hints. uses the string value -->
<meta-data android:name="SDL_ENV.SDL_ANDROID_BLOCK_ON_PAUSE" android:value="0"/>
<activity android:name="TomatoActivity"
android:label="@string/app_name"
android:alwaysRetainTaskState="true"
android:launchMode="singleInstance"
android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
android:preferMinimalPostProcessing="true"
android:exported="true"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<!-- Let Android know that we can handle some USB devices and should receive this event -->
<intent-filter>
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter>
<!-- Drop file event -->
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="*/*" />
</intent-filter>
</activity>
</application>
</manifest>

View File

@ -1,18 +0,0 @@
package org.libsdl.app.tomato;
import org.libsdl.app.SDLActivity;
public class TomatoActivity extends SDLActivity {
protected String[] getLibraries() {
return new String[] {
// "SDL3", // we link statically
// "SDL3_image",
// "SDL3_mixer",
// "SDL3_net",
// "SDL3_ttf",
// "main"
"tomato"
};
}
}

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/ic_launcher_background"/>
<foreground android:drawable="@mipmap/ic_launcher_foreground"/>
<monochrome android:drawable="@mipmap/ic_launcher_monochrome"/>
</adaptive-icon>

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@ -1,3 +0,0 @@
<resources>
<string name="app_name">Tomato</string>
</resources>

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@ -1,10 +0,0 @@
<resources>
<!-- Base application theme. -->
<!-- <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar"> -->
<!--<style name="AppTheme" parent="android:Theme.AppCompat">-->
<style name="AppTheme" parent="android:Theme.NoTitleBar">
<!-- Customize your theme here. -->
</style>
</resources>

View File

@ -1,14 +1,10 @@
cmake_minimum_required(VERSION 3.14...3.24 FATAL_ERROR)
cmake_minimum_required(VERSION 3.9 FATAL_ERROR)
add_subdirectory(./entt)
add_subdirectory(./json)
add_subdirectory(./solanaceae_util)
add_subdirectory(./solanaceae_object_store)
add_subdirectory(./solanaceae_contact)
add_subdirectory(./solanaceae_message3)
add_subdirectory(./solanaceae_message_serializer)
add_subdirectory(./solanaceae_plugin)
@ -22,9 +18,4 @@ add_subdirectory(./imgui)
add_subdirectory(./stb)
add_subdirectory(./libwebp)
add_subdirectory(./qoi)
add_subdirectory(./sdl_image)
if (TOMATO_BREAKPAD)
add_subdirectory(./breakpad)
endif()

View File

@ -1,139 +0,0 @@
cmake_minimum_required(VERSION 3.16...3.24 FATAL_ERROR)
include(FetchContent)
if (NOT TARGET breakpad_client)
if(${CMAKE_SYSTEM_NAME} STREQUAL "Linux" OR ${CMAKE_SYSTEM_NAME} STREQUAL "Android")
if (NOT TARGET lss)
FetchContent_Declare(lss
GIT_REPOSITORY https://chromium.googlesource.com/linux-syscall-support/
GIT_TAG 9719c1e1e676814c456b55f5f070eabad6709d31
FIND_PACKAGE_ARGS # for the future
)
FetchContent_GetProperties(lss)
if(NOT lss_POPULATED)
FetchContent_Populate(lss)
# HACK: breakpad expects this at a specific path
configure_file(
${lss_SOURCE_DIR}/linux_syscall_support.h
${CMAKE_CURRENT_BINARY_DIR}/third_party/lss/linux_syscall_support.h
@ONLY
)
add_library(lss INTERFACE ${CMAKE_CURRENT_BINARY_DIR}/third_party/lss/linux_syscall_support.h)
target_include_directories(lss INTERFACE ${CMAKE_CURRENT_BINARY_DIR})
endif()
endif()
endif()
FetchContent_Declare(breakpad
GIT_REPOSITORY https://chromium.googlesource.com/breakpad/breakpad
GIT_TAG v2023.06.01
FIND_PACKAGE_ARGS # for the future
)
FetchContent_GetProperties(breakpad)
if(NOT breakpad_POPULATED)
FetchContent_Populate(breakpad)
add_library(breakpad_common STATIC
${breakpad_SOURCE_DIR}/src/common/convert_UTF.h
${breakpad_SOURCE_DIR}/src/common/convert_UTF.cc
${breakpad_SOURCE_DIR}/src/common/md5.h
${breakpad_SOURCE_DIR}/src/common/md5.cc
${breakpad_SOURCE_DIR}/src/common/string_conversion.h
${breakpad_SOURCE_DIR}/src/common/string_conversion.cc
)
target_include_directories(breakpad_common PUBLIC "${breakpad_SOURCE_DIR}/src")
if (WIN32)
target_sources(breakpad_common PUBLIC
${breakpad_SOURCE_DIR}/src/common/windows/guid_string.h
${breakpad_SOURCE_DIR}/src/common/windows/guid_string.cc
)
add_library(breakpad_client STATIC)
target_sources(breakpad_client
PUBLIC
${breakpad_SOURCE_DIR}/src/client/windows/handler/exception_handler.h
${breakpad_SOURCE_DIR}/src/client/windows/common/ipc_protocol.h
${breakpad_SOURCE_DIR}/src/client/windows/crash_generation/crash_generation_client.h
${breakpad_SOURCE_DIR}/src/client/windows/crash_generation/minidump_generator.h
PRIVATE
${breakpad_SOURCE_DIR}/src/client/windows/handler/exception_handler.cc
${breakpad_SOURCE_DIR}/src/client/windows/crash_generation/crash_generation_client.cc
${breakpad_SOURCE_DIR}/src/client/windows/crash_generation/minidump_generator.cc
)
target_compile_definitions(breakpad_client PRIVATE UNICODE)
#elseif() # TODO: mac, ios and any other platform
else() # assume linux
enable_language(ASM) # mostly to document, needs to be set in parent
target_sources(breakpad_common PUBLIC
${breakpad_SOURCE_DIR}/src/common/linux/elf_core_dump.cc
${breakpad_SOURCE_DIR}/src/common/linux/elfutils.h
${breakpad_SOURCE_DIR}/src/common/linux/elfutils.cc
${breakpad_SOURCE_DIR}/src/common/linux/file_id.h
${breakpad_SOURCE_DIR}/src/common/linux/file_id.cc
${breakpad_SOURCE_DIR}/src/common/linux/guid_creator.h
${breakpad_SOURCE_DIR}/src/common/linux/guid_creator.cc
${breakpad_SOURCE_DIR}/src/common/linux/linux_libc_support.cc
${breakpad_SOURCE_DIR}/src/common/linux/memory_mapped_file.cc
${breakpad_SOURCE_DIR}/src/common/linux/safe_readlink.cc
${breakpad_SOURCE_DIR}/src/common/linux/breakpad_getcontext.h
${breakpad_SOURCE_DIR}/src/common/linux/breakpad_getcontext.S
)
#set_property(SOURCE ${breakpad_SOURCE_DIR}/src/common/linux/breakpad_getcontext.S APPEND PROPERTY COMPILE_OPTIONS "-x" "assembler-with-cpp")
add_library(breakpad_client STATIC)
target_sources(breakpad_client
PUBLIC
${breakpad_SOURCE_DIR}/src/client/linux/handler/exception_handler.h
${breakpad_SOURCE_DIR}/src/client/linux/handler/minidump_descriptor.h
${breakpad_SOURCE_DIR}/src/client/linux/crash_generation/crash_generation_client.h
${breakpad_SOURCE_DIR}/src/client/linux/log/log.h
${breakpad_SOURCE_DIR}/src/client/linux/microdump_writer/microdump_writer.h
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/minidump_writer.h
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/pe_file.h
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/pe_structs.h
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/proc_cpuinfo_reader.h
PRIVATE
${breakpad_SOURCE_DIR}/src/client/linux/handler/exception_handler.cc
${breakpad_SOURCE_DIR}/src/client/linux/handler/minidump_descriptor.cc
${breakpad_SOURCE_DIR}/src/client/linux/crash_generation/crash_generation_client.cc
${breakpad_SOURCE_DIR}/src/client/linux/crash_generation/crash_generation_server.cc
${breakpad_SOURCE_DIR}/src/client/linux/log/log.cc
${breakpad_SOURCE_DIR}/src/client/linux/microdump_writer/microdump_writer.cc
${breakpad_SOURCE_DIR}/src/client/linux/dump_writer_common/thread_info.cc
${breakpad_SOURCE_DIR}/src/client/linux/dump_writer_common/ucontext_reader.cc
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/minidump_writer.cc
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/linux_core_dumper.cc
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/linux_dumper.cc
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/linux_ptrace_dumper.cc
${breakpad_SOURCE_DIR}/src/client/linux/minidump_writer/pe_file.cc
)
endif()
if (TARGET lss)
target_link_libraries(breakpad_common PUBLIC lss)
target_link_libraries(breakpad_client PUBLIC lss)
endif()
if (TARGET breakpad_client)
if (NOT WIN32)
target_sources(breakpad_client PUBLIC
${breakpad_SOURCE_DIR}/src/client/minidump_file_writer-inl.h
${breakpad_SOURCE_DIR}/src/client/minidump_file_writer.h
${breakpad_SOURCE_DIR}/src/client/minidump_file_writer.cc
)
endif()
target_link_libraries(breakpad_client PUBLIC breakpad_common)
target_include_directories(breakpad_client PUBLIC "${breakpad_SOURCE_DIR}/src")
target_compile_features(breakpad_client PUBLIC cxx_std_11)
endif()
endif()
#FetchContent_MakeAvailable(breakpad)
endif()

View File

@ -18,7 +18,6 @@ add_library(imgui
imgui/misc/cpp/imgui_stdlib.cpp
)
target_compile_definitions(imgui PUBLIC IMGUI_USE_WCHAR32)
target_compile_features(imgui PUBLIC cxx_std_11)
target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}")

View File

@ -1 +1 @@
custom: ['https://github.com/ocornut/imgui/wiki/Funding']
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']

View File

@ -8,7 +8,6 @@ on:
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
- manual
branches:
- master
- docking
@ -124,11 +123,6 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@ -174,11 +168,6 @@ jobs:
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
@ -218,7 +207,7 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-24.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
@ -324,18 +313,6 @@ jobs:
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with C++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: |
cat > example_single_file.cpp <<'EOF'
@ -393,18 +370,6 @@ jobs:
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (C++26, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
@ -457,17 +422,6 @@ jobs:
EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (single file build, c++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
cat > example_single_file.cpp <<'EOF'
@ -516,7 +470,7 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-24.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
@ -527,7 +481,6 @@ jobs:
emsdk-master/emsdk update
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
sudo apt-get install build-essential
- name: Build example_sdl2_opengl3 with Emscripten
run: |
@ -536,28 +489,15 @@ jobs:
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
# This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile
- name: Build example_emscripten_wgpu
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_glfw_wgpu -f Makefile.emscripten
# This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3)
# This ensures 2 things: the CMake build works, and the GLFW contrib port is tested
- name: Build example_glfw_wgpu with Emscripten/CMake
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
emcc -v
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
cmake --build build
make -C examples/example_emscripten_wgpu -f Makefile.emscripten
Android:
runs-on: ubuntu-24.04
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4

View File

@ -1,12 +0,0 @@
#
# This is a dummy workflow used to trigger full builds manually.
#
name: manual
on: workflow_dispatch
jobs:
manual:
runs-on: ubuntu-latest
steps:
- run: exit 0

View File

@ -42,5 +42,5 @@ jobs:
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze --disableLicenseExpirationCheck -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log

View File

@ -3,7 +3,6 @@
## Dear ImGui artifacts
imgui.ini
imgui*.ini
## General build artifacts
*.o
@ -41,9 +40,8 @@ examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/*
examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts
.idea

View File

@ -20,9 +20,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@ -65,8 +62,8 @@
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
@ -294,7 +291,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData)
@ -303,15 +300,14 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@ -427,7 +423,6 @@ ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
@ -451,9 +446,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.ClipboardUserData = nullptr;
#endif
return true;
@ -495,9 +490,8 @@ 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.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
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();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
switch (ev->type)
{
@ -592,7 +586,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();

View File

@ -25,7 +25,6 @@
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();

View File

@ -263,8 +263,6 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_Time = 0.0;

View File

@ -28,7 +28,6 @@
struct ANativeWindow;
struct AInputEvent;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();

View File

@ -534,7 +534,6 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -579,7 +578,7 @@ void ImGui_ImplDX10_Shutdown()
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();

View File

@ -19,7 +19,6 @@
struct ID3D10Device;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();

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@ -546,7 +546,6 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -595,7 +594,7 @@ void ImGui_ImplDX11_Shutdown()
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();

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@ -20,7 +20,6 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();

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@ -702,7 +702,6 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -751,7 +750,7 @@ void ImGui_ImplDX12_Shutdown()
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();

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@ -27,8 +27,6 @@ struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.

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@ -285,7 +285,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -400,7 +399,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();

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@ -19,7 +19,6 @@
struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();

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@ -18,21 +18,8 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About Emscripten support:
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
@ -98,29 +85,17 @@
#ifdef _WIN32
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif
#ifdef __APPLE__
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif
// We gather version tests as define in order to easily see which features are version-dependent.
@ -152,7 +127,7 @@ struct ImGui_ImplGlfw_Data
ImVec2 LastValidMousePos;
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
#ifdef __EMSCRIPTEN__
const char* CanvasSelector;
#endif
@ -166,7 +141,7 @@ struct ImGui_ImplGlfw_Data
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32
WNDPROC PrevWndProc;
WNDPROC GlfwWndProc;
#endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
@ -185,12 +160,19 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
}
// Functions
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
IM_UNUSED(scancode);
switch (keycode)
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
switch (key)
{
case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
@ -349,7 +331,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
#ifdef __EMSCRIPTEN__
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return;
#endif
@ -358,10 +340,9 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
@ -372,7 +353,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
if (key_name && key_name[0] != 0 && key_name[1] == 0)
@ -406,7 +387,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}
@ -469,7 +450,7 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
{
// Mimic Emscripten_HandleWheel() in SDL.
@ -512,7 +493,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
}
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
@ -568,18 +549,9 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
bd->CallbacksChainForAllWindows = chain_for_all_windows;
}
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
#else
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
#endif
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
@ -593,12 +565,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Window = window;
bd->Time = 0.0;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@ -629,10 +598,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
@ -643,28 +617,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->PrevWndProc != nullptr);
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->GlfwWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
if (emscripten::glfw3::IsRuntimePlatformApple())
{
ImGui::GetIO().ConfigMacOSXBehaviors = true;
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
// This means that Meta + V only registers a single key-press, even if the keys are held.
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
}
#endif
#endif
bd->ClientApi = client_api;
return true;
}
@ -692,19 +649,18 @@ void ImGui_ImplGlfw_Shutdown()
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
if (bd->CanvasSelector)
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
#endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
// Windows: restore our WndProc hook
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
bd->PrevWndProc = nullptr;
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
bd->GlfwWndProc = nullptr;
#endif
io.BackendPlatformName = nullptr;
@ -721,7 +677,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
GLFWwindow* window = bd->Window;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
#ifdef __EMSCRIPTEN__
const bool is_window_focused = true;
#else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
@ -779,7 +735,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return;
@ -827,7 +783,7 @@ void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
@ -853,17 +809,7 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads();
}
// GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
@ -884,11 +830,11 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
{
IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
@ -896,24 +842,8 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
// Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
}
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
// by invoking emscripten_glfw_make_canvas_resizable afterward.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
{
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
IM_ASSERT(window == w); // Sanity check
IM_UNUSED(w);
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#endif
//-----------------------------------------------------------------------------

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@ -24,17 +24,15 @@
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
// Emscripten related initialization phase methods
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
#endif
// GLFW callbacks install
@ -57,7 +55,4 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key,
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
#endif // #ifndef IMGUI_DISABLE

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@ -167,7 +167,6 @@ static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
#ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)";

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@ -26,7 +26,6 @@
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();

View File

@ -25,7 +25,6 @@
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
@ -52,7 +51,6 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#include <Metal/Metal.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);

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@ -79,6 +79,7 @@ struct ImGui_ImplMetal_Data
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
@ -124,11 +125,8 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -155,7 +153,7 @@ void ImGui_ImplMetal_Shutdown()
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
if (bd->SharedMetalContext.depthStencilState == nil)

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@ -22,7 +22,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -84,7 +83,6 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -110,12 +108,10 @@ void ImGui_ImplOpenGL2_Shutdown()
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateFontsTexture();
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)

View File

@ -24,7 +24,6 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

View File

@ -22,9 +22,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
// 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)
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
@ -124,7 +121,6 @@
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
@ -181,10 +177,9 @@
#endif
// 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)
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
#endif
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
@ -235,7 +230,6 @@ struct ImGui_ImplOpenGL3_Data
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasPolygonMode;
bool HasClipOrigin;
bool UseBufferSubData;
@ -277,7 +271,6 @@ struct ImGui_ImplOpenGL3_VtxAttribState
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader
@ -301,13 +294,16 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
{
// 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);
#if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320)
@ -317,9 +313,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
@ -334,7 +327,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -366,9 +359,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0;
@ -400,12 +390,10 @@ void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
if (!bd->FontTexture)
ImGui_ImplOpenGL3_CreateFontsTexture();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
@ -424,9 +412,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
if (bd->HasPolygonMode)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
@ -514,8 +501,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
@ -653,10 +640,18 @@ 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); }
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->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
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_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
@ -754,7 +749,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
GLint last_pixel_unpack_buffer = 0;
GLint last_pixel_unpack_buffer;
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY

View File

@ -29,7 +29,7 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \

View File

@ -10,7 +10,7 @@
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
@ -18,7 +18,7 @@
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
@ -118,7 +118,7 @@ extern "C" {
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
@ -260,6 +260,8 @@ typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#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 PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
@ -346,10 +348,6 @@ 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);
#endif
#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
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
@ -665,123 +663,31 @@ static GL3WglProc get_proc(const char *proc)
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void *libgl;
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
static void close_libgl(void)
static int open_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
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
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();
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
}
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res = NULL;
// 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);
GL3WglProc res;
res = glx_get_proc_address((const GLubyte *)proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#endif

View File

@ -27,7 +27,6 @@
@class NSEvent;
@class NSView;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
@ -42,7 +41,6 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);

View File

@ -29,11 +29,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
@ -85,11 +80,11 @@ struct ImGui_ImplOSX_Data
KeyEventResponder* KeyEventResponder;
NSTextInputContext* InputContext;
id Monitor;
NSWindow* Window;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
@ -139,7 +134,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)updateImePosWithView:(NSView *)view
{
NSWindow* window = view.window;
NSWindow *window = view.window;
if (!window)
return;
NSRect contentRect = [window contentRectForFrameRect:window.frame];
@ -259,9 +254,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@end
// Functions
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
@ -399,21 +392,15 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
bool ImGui_ImplOSX_Init(NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
io.BackendPlatformUserData = (void*)bd;
// Setup backend capabilities flags
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_osx";
bd->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
// Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false;
@ -430,14 +417,14 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
io.SetClipboardTextFn = [](void*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
io.GetClipboardTextFn = [](void*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
@ -472,7 +459,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view);
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (data->WantVisible)
@ -613,7 +600,6 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
void ImGui_ImplOSX_NewFrame(NSView* view)
{
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();
// Setup display size

View File

@ -21,16 +21,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
@ -100,12 +90,9 @@
// SDL
#include <SDL.h>
#include <SDL_syswm.h>
#ifdef __APPLE__
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/em_js.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
@ -113,15 +100,11 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#if SDL_HAS_VULKAN
extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
#endif
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint32 WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
@ -152,7 +135,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
}
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
@ -161,13 +144,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
@ -180,10 +163,8 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
}
}
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
IM_UNUSED(scancode);
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@ -305,7 +286,6 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
return ImGuiKey_None;
}
@ -319,12 +299,6 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -332,16 +306,13 @@ static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
// 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)
{
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();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
switch (event->type)
{
case SDL_MOUSEMOTION:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -349,8 +320,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
@ -369,8 +338,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -386,26 +353,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_TEXTINPUT:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_WINDOWEVENT:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@ -435,14 +396,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false;
}
#ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
@ -464,18 +420,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
platform_io.Platform_ClipboardUserData = nullptr;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#endif
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
@ -495,7 +446,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
@ -529,13 +479,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
(void)sdl_gl_context; // Unused in 'master' branch.
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -543,7 +493,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -551,22 +501,22 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
return ImGui_ImplSDL2_Init(window, renderer);
}
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
return ImGui_ImplSDL2_Init(window, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
@ -754,7 +704,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
@ -765,10 +715,6 @@ void ImGui_ImplSDL2_NewFrame()
w = h = 0;
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
#if SDL_HAS_VULKAN
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
#endif
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);

View File

@ -27,7 +27,6 @@ struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);

View File

@ -1,8 +1,7 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
@ -10,6 +9,8 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -21,23 +22,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
@ -75,26 +59,14 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
// IME handling
SDL_Window* ImeWindow;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
@ -121,31 +93,22 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
}
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
const char* sdl_clipboard_text = SDL_GetClipboardText();
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
}
if (data->WantVisible)
{
SDL_Rect r;
@ -153,37 +116,15 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
SDL_StartTextInput(window);
bd->ImeWindow = window;
SDL_SetTextInputRect(&r);
SDL_StartTextInput();
} else {
SDL_StopTextInput();
}
}
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
{
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@ -201,7 +142,7 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
@ -211,12 +152,29 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
@ -236,32 +194,32 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_A: return ImGuiKey_A;
case SDLK_B: return ImGuiKey_B;
case SDLK_C: return ImGuiKey_C;
case SDLK_D: return ImGuiKey_D;
case SDLK_E: return ImGuiKey_E;
case SDLK_F: return ImGuiKey_F;
case SDLK_G: return ImGuiKey_G;
case SDLK_H: return ImGuiKey_H;
case SDLK_I: return ImGuiKey_I;
case SDLK_J: return ImGuiKey_J;
case SDLK_K: return ImGuiKey_K;
case SDLK_L: return ImGuiKey_L;
case SDLK_M: return ImGuiKey_M;
case SDLK_N: return ImGuiKey_N;
case SDLK_O: return ImGuiKey_O;
case SDLK_P: return ImGuiKey_P;
case SDLK_Q: return ImGuiKey_Q;
case SDLK_R: return ImGuiKey_R;
case SDLK_S: return ImGuiKey_S;
case SDLK_T: return ImGuiKey_T;
case SDLK_U: return ImGuiKey_U;
case SDLK_V: return ImGuiKey_V;
case SDLK_W: return ImGuiKey_W;
case SDLK_X: return ImGuiKey_X;
case SDLK_Y: return ImGuiKey_Y;
case SDLK_Z: return ImGuiKey_Z;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
@ -288,7 +246,6 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
return ImGuiKey_None;
}
@ -302,13 +259,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -316,16 +266,13 @@ static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_
// 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)
{
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();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
switch (event->type)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -333,8 +280,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_MOUSE_WHEEL:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
@ -348,8 +293,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -365,27 +308,20 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_TEXT_INPUT:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
return true;
@ -396,19 +332,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false);
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
@ -421,19 +353,18 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
IM_UNUSED(window);
viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#if defined(__WIN32__) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
#endif
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
@ -456,29 +387,28 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
@ -564,7 +494,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
@ -683,7 +613,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
break;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
@ -696,36 +625,36 @@ static void ImGui_ImplSDL3_UpdateGamepads()
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)

View File

@ -1,8 +1,7 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
@ -10,6 +9,8 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -28,7 +29,6 @@ struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);

View File

@ -20,7 +20,6 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
@ -48,9 +47,9 @@
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -64,7 +63,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -74,7 +72,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->Renderer = renderer;
bd->SDLRenderer = renderer;
return true;
}
@ -93,31 +91,35 @@ void ImGui_ImplSDLRenderer2_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
static void ImGui_ImplSDLRenderer2_SetupRenderState()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(renderer, &rsx, &rsy);
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -136,16 +138,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
ImGui_ImplSDLRenderer2_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -160,7 +162,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
ImGui_ImplSDLRenderer2_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
@ -177,7 +179,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(renderer, &r);
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -189,7 +191,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
@ -200,8 +202,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
@ -217,7 +219,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

View File

@ -25,11 +25,10 @@
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();

View File

@ -1,8 +1,6 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
@ -22,8 +20,6 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
@ -47,11 +43,9 @@
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -65,7 +59,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -75,7 +68,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->Renderer = renderer;
bd->SDLRenderer = renderer;
return true;
}
@ -94,51 +87,35 @@ void ImGui_ImplSDLRenderer3_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
static void ImGui_ImplSDLRenderer3_SetupRenderState()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
// https://github.com/libsdl-org/SDL/issues/9009
static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
{
const Uint8* color2 = (const Uint8*)color;
colors_out.resize(num_vertices);
SDL_FColor* color3 = colors_out.Data;
for (int i = 0; i < num_vertices; i++)
{
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color*)color2;
}
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &rsx, &rsy);
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -158,17 +135,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(renderer);
old.ClipEnabled = SDL_RenderClipEnabled(renderer);
SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
ImGui_ImplSDLRenderer3_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -183,7 +160,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
ImGui_ImplSDLRenderer3_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
@ -200,7 +177,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(renderer, &r);
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -208,7 +185,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
@ -219,8 +196,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
@ -236,7 +213,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");

View File

@ -1,8 +1,6 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
@ -27,11 +25,10 @@
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();

View File

@ -33,7 +33,6 @@
// CHANGELOG
// (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.
// 2024-02-12: *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)
@ -42,14 +41,14 @@
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -109,13 +108,12 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
// Vulkan prototypes for use with custom loaders
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
#define IMGUI_IMPL_VULKAN_USE_LOADER
#ifdef VK_NO_PROTOTYPES
static bool g_FunctionsLoaded = false;
#else
static bool g_FunctionsLoaded = true;
#endif
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#ifdef VK_NO_PROTOTYPES
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
@ -186,7 +184,7 @@ static bool g_FunctionsLoaded = true;
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
#undef IMGUI_VULKAN_FUNC_DEF
#endif // IMGUI_IMPL_VULKAN_USE_LOADER
#endif // VK_NO_PROTOTYPES
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
@ -1050,8 +1048,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
// Load function pointers
// You can use the default Vulkan loader using:
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
// But this would be equivalent to not setting VK_NO_PROTOTYPES.
#ifdef VK_NO_PROTOTYPES
#define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
if (func == nullptr) \
@ -1080,7 +1078,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
if (info->UseDynamicRendering)
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
#ifndef VK_NO_PROTOTYPES
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
#endif
@ -1092,7 +1090,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
}
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
@ -1134,7 +1131,7 @@ void ImGui_ImplVulkan_Shutdown()
void ImGui_ImplVulkan_NewFrame()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
if (!bd->FontDescriptorSet)
ImGui_ImplVulkan_CreateFontsTexture();

View File

@ -42,20 +42,13 @@
// If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// 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
// Vulkan includes
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES
#endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX
#endif
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h>
#include <vulkan/vulkan.h>
#else
#include <vulkan/vulkan.h>
#endif
@ -98,7 +91,7 @@ struct ImGui_ImplVulkan_InitInfo
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// Called by user code
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();

View File

@ -16,7 +16,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
@ -36,18 +35,6 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
@ -257,15 +244,9 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source;
#endif
wgsl_desc.code = wgsl_source;
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
@ -679,11 +660,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
@ -747,21 +724,12 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else
io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->initInfo = *init_info;
@ -783,7 +751,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
for (int i = 0; i < bd->numFramesInFlight; i++)
{
FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;

View File

@ -2,13 +2,6 @@
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
@ -39,12 +32,11 @@ struct ImGui_ImplWGPU_InitInfo
ImGui_ImplWGPU_InitInfo()
{
PipelineMultisampleState.count = 1;
PipelineMultisampleState.mask = UINT32_MAX;
PipelineMultisampleState.mask = -1u;
PipelineMultisampleState.alphaToCoverageEnabled = false;
}
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();

View File

@ -16,12 +16,29 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Configuration flags to add in your imconfig file:
#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>
// Configuration flags to add in your imconfig.h file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
@ -74,40 +91,11 @@
// 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.
#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 "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
struct ImGui_ImplWin32_Data
{
HWND hWnd;
HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
int MouseButtonsDown;
INT64 Time;
INT64 TicksPerSecond;
@ -148,7 +136,6 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
@ -171,8 +158,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
ImGui_ImplWin32_UpdateKeyboardCodePage();
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Dynamically load XInput library
@ -295,7 +281,7 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
}
static void ImGui_ImplWin32_UpdateMouseData()
@ -386,9 +372,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
void ImGui_ImplWin32_NewFrame()
{
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();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
@ -419,14 +405,12 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_UpdateGamepads();
}
// Map VK_xxx to ImGuiKey_xxx.
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
{
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
return ImGuiKey_KeypadEnter;
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
// Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
{
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
@ -475,6 +459,7 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt;
@ -585,12 +570,11 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd == nullptr)
if (ImGui::GetCurrentContext() == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
switch (msg)
{
@ -612,10 +596,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
return 0;
break;
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
return 0;
break;
}
case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE:
@ -628,18 +612,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
break;
}
case WM_DESTROY:
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
::TrackMouseEvent(&tme_cancel);
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
@ -693,9 +667,12 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
// Obtain virtual key code and convert to ImGuiKey
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
const int vk = (int)wParam;
// Obtain virtual key code
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
@ -923,11 +900,4 @@ 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

View File

@ -20,7 +20,6 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();

View File

@ -2,10 +2,23 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
## Dear ImGui: Backends
### Integrating backends
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
### What are backends?
@ -25,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support.
etc.
This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and the backends which we are describing here (backends/ folder).
@ -34,24 +47,11 @@ and the backends which we are describing here (backends/ folder).
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
### Standard backends
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
### Integrating a backend
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### List of backends
@ -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_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
imgui_impl_wgpu.cpp ; WebGPU
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
Emscripten is also supported!
The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
### Backends for third-party frameworks, graphics API or other languages
@ -135,7 +135,7 @@ Generally:
It is unlikely you will add value to your project by creating your own backend.
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this

View File

@ -35,715 +35,6 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.91.3 (Released 2024-10-04)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.3
Breaking changes:
- Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special
value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
- Drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange.
It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f
to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
Other changes:
- Error Handling: Enabled/improved error recovery systems. (#1651, #5654)
- Error recovery is provided as a way to facilitate:
- Recovery after a programming error. Native code or scripting language (the later
tends to facilitate iterating on code while running).
- Recovery after running an exception handler or any error processing which may skip code
after an error has been detected.
- Error recovery is not perfect nor guaranteed! It is a feature to ease development.
You not are not supposed to rely on it in the course of a normal application run.
- Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
- By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled!
- Possible usage: facilitate recovery from errors triggered from a scripting language or
after specific exceptions handlers. Surface errors to programmers in less aggressive ways.
- Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled
when making direct imgui API calls! Otherwise it would severely hinder your ability to
catch and correct mistakes!
- Added io.ConfigErrorRecovery to enable error recovery support.
- Added io.ConfigErrorRecoveryEnableAssert to assert on recoverable errors.
- Added io.ConfigErrorRecoveryEnableDebugLog to output to debug log on recoverable errors.
- Added io.ConfigErrorRecoveryEnableTooltip to enable displaying an error tooltip on recoverable errors.
The tooltip include a way to enable asserts if they were disabled.
- All options are enabled by default.
- Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details.
- Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window
using ImGuiChildFlags_ResizeX,ImGuiChildFlags_ResizeY in order to override its current
size. (#1710, #8020)
- Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328)
- Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). (#8002, #7328)
Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location.
- Drags: split ImGuiSliderFlags_AlwaysClamp into two distinct flags: (#7968, #3361, #76)
- ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput + ImGuiSliderFlags_ClampZeroRange.
- Previously _AlwaysClamp only did the equivalent of _ClampOnInput.
- Added ImGuiSliderFlags_ClampOnInput which is now a subset of AlwaysClamp.
(note that it was the old name of AlwaysClamp, but we are reintroducing that name).
- Added ImGuiSliderFlags_ClampZeroRange to enforce clamping even when v_min==v_max==0.0f
in drag functions. Sliders are not affected.
- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip
appeared during drag and drop release.
- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so that
transitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing
info from one to the other. (#8036)
- Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036)
- Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal.
- Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL.
(#8009, #8010) [@blitz-research]
-----------------------------------------------------------------------
VERSION 1.91.2 (Released 2024-09-19)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2
Breaking changes:
- Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
It was one of the rare case where using same ID is legal. Workarounds:
- use single ButtonBehavior() call with multiple _MouseButton flags
- or surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
Other changes:
- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS!
- The tool detects when multiple items are sharing the same identifier, due to not
using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes.
Very frequently it happens when using empty "" labels.
- When hovering an item with a conflicting ID, all visible items with the same ID will
be highlighted and an explanatory tooltip is made visible.
- The feature may be disabled and is exposed in Demo->Tools menu.
- I've been wanting to add this tool for a long time, but was stalled by finding a way to
not make it spammy + make it practically zero cost. After @pthom made various proposals to
solve the same problem (thanks for pushing me!), I decided it was time to finish it.
- Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some
reason you intend to have duplicate identifiers.
- (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768,
#2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008,
#4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210,
#5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186,
#6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434,
#7472, #7581, #7724, #7926, #7937 and probably more..)
- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439)
- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling
in a table with outer borders. (#7970, #7821).
- Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been
removed. Simplifications allowed to implement new optimizations for handling very large text buffers
(e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build).
This is the first step toward more refactoring. (#7925) [@alektron, @ocornut]
- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix
done in v1.90.5 was incomplete. (#7218)
- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend]
- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
- Windows: fixed an issue where double-click to collapse could be triggered even while another
item is active, if the item didn't use the left mouse button. (#7841)
- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow
hacking in custom cursors if desirable.
- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos]
- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660)
- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam]
- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
[@ypujante]
- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU
defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette]
-----------------------------------------------------------------------
VERSION 1.91.1 (Released 2024-09-04)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1
Breaking changes:
- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion]
Kept inline redirection flag (will obsolete).
- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO:
- io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
- io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
- in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency
with other functions. Pull your user data from platform_io.ClipboardUserData if used.
- as this is will affect all users of custom engines/backends, we are providing proper
legacy redirection (will obsolete).
- IO: moved other functions from ImGuiIO to ImGuiPlatformIO:
- io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660)
- io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
- io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
- access those via GetPlatformIO() instead of GetIO().
(Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and
often automatically set by core library and backends, we are exceptionally not maintaining
a legacy redirection symbol for those two.)
- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390)
- old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
- new ImageButton() requires an explicit 'const char* str_id'
- old ImageButton() had frame_padding' override argument.
- new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar().
Other changes:
- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which
is a centralized spot to connect os/platform/renderer related functions.
Clipboard, IME and OpenInShell hooks are moved here. (#7660)
- IO, InputText: fixed an issue where typing text in an InputText() would defer character
processing by one frame, because of the trickling input queue. Reworked interleaved
keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858)
- Windows: adjust default ClipRect to better match rendering of thick borders (which are in
theory not supported). Compensate for the fact that borders are centered around the windows
edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for
ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485)
- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload
over an already open tree node using multi-select would incorrectly select it. (#7850)
- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when
used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850)
- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right
by an extra pixel + rework the change so that contents doesn't overlap the bottom and
right border in a scrolling table. (#6765, #3752, #7428)
- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple
synched instances that are layed out at different X positions. (#7933)
- Tabs: avoid queuing a refocus when tab is already focused, which would have the
side-effect of e.g. closing popup on a mouse release. (#7914)
- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside
a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973)
- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner,
fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072)
- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only
one component of a ImVec2 var.
- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903)
- Backends:
- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
provide a way to do a portable sleep. (#7844)
- Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using
the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante]
- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
since GLFW own tests are doing that and it seems unnecessary.
- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
instead of ImGuiIO.
- Examples:
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
- Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
-----------------------------------------------------------------------
VERSION 1.91.0 (Released 2024-07-30)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0
Breaking changes:
- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
- old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
- new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
It is expected that for a vast majority of users this is automatically set by core
library and/or platform backend so it won't have any effect.
- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838)
You should never need those functions! You can do everything in less a confusing manner by only
using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
- Item flag changes:
- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
- Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag()
with ImGuiItemFlags_NoTabStop. Kept inline redirecting functions (will obsolete).
- Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups for
consistency. Kept inline redirecting functions (will obsolete).
+ Internals: changed/inverted ImGuiItemFlags_SelectableDontClosePopup (default==false) to
ImGuiItemFlags_AutoClosePopups (default==true), same logic, only inverted behavior.
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
- Commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
- ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante]
Other changes:
- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
(*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**)
Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations.
- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the
typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
- Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
- Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
- Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
- This was mostly all previously in imgui_internal.h.
- Multi-Select: added multi-select API and demos. (#1861, #6518)
- This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves,
SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible
items), box-selection with scrolling, and many other details.
- In the spirit of Dear ImGui design, your code owns both items and actual selection data.
This is designed to allow all kinds of selection storage you may use in your application
(e.g. set/map/hash, intrusive selection, interval trees, up to you).
- The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but...
using this correctly is more complicated. You need some sort of linear/random access to your tree,
which is suited to advanced trees setups already implementing filters and clipper.
We will work toward simplifying our existing demo for trees.
- A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app
(likely to suit a majority of users).
- Documentation:
- Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
- Demo code + headers are well commented.
- Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
- Added IsItemToggledSelection() for use if you need latest selection update during current iteration.
- Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
- BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which
is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.)
- Other fields are helpful when using a clipper, or wanting to handle deletion nicely.
- Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional):
- This is similar to if you used e.g. a std::set<ID> to store a selection, with all the right
glue to honor ImGuiMultiSelectIO requests. Most applications can use that.
- Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional):
- Helpful to easily bind multi-selection to e.g. an array of checkboxes.
- Added ImGuiMultiSelectFlags options:
- ImGuiMultiSelectFlags_SingleSelect
- ImGuiMultiSelectFlags_NoSelectAll
- ImGuiMultiSelectFlags_NoRangeSelect
- ImGuiMultiSelectFlags_NoAutoSelect
- ImGuiMultiSelectFlags_NoAutoClear
- ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424)
- ImGuiMultiSelectFlags_BoxSelect1d
- ImGuiMultiSelectFlags_BoxSelect2d
- ImGuiMultiSelectFlags_BoxSelectNoScroll
- ImGuiMultiSelectFlags_ClearOnEscape
- ImGuiMultiSelectFlags_ClearOnClickVoid
- ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect
- ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease
- ImGuiMultiSelectFlags_NavWrapX
- Demo: Added "Examples->Assets Browser" demo.
- Demo: Added "Widgets->Selection State & Multi-Select" section, with:
- Multi-Select
- Multi-Select (with clipper)
- Multi-Select (with deletion)
- Multi-Select (dual list box) (#6648)
- Multi-Select (in a table)
- Multi-Select (checkboxes)
- Multi-Select (multiple scopes)
- Multi-Select (tiled assert browser)
- Multi-Select (trees) (#1861)
- Multi-Select (advanced)
- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API.
This is a simplified version of a more complete set of function available in imgui_internal.h.
One common use-case for this is to allow your widgets to disable standard inputs behaviors such
as Tab or Alt handling, Mouse Wheel scrolling, etc.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
// Hovering or activating the button will disable mouse wheel default behavior to scroll
InvisibleButton(...);
SetItemKeyOwner(ImGuiKey_MouseWheelY);
- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
within a child window using ImGuiChildFlags_NavFlattened.
- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf]
- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
open/close storage. Useful if needing to often read/write from storage without manipulating
the ID stack. (#7553, #6990, #3823, #1131)
- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
the hovered state. (#7820) [@rerilier]
- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
can use the clipper without knowing the amount of items beforehand. (#1311)
In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration
loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
thickness of the horizontal line over selected tabs. [@DctrNoob]
- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
- Misc: added GetID(int) variant for consistency. (#7111)
- Debug Tools:
- Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
- Debug Log: Added "Configure Outputs.." button. (#5855)
- Debug Log: Fixed incorrect checkbox layout when partially clipped.
- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and
struct description data that a real application would want to use.
- Backends:
- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN).
(#7768, #4858, #2622) [@Aemony]
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
[@ypujante, @ocornut]
- Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
(#7647) [@ypujante]
- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
"Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
-----------------------------------------------------------------------
VERSION 1.90.9 (Released 2024-07-01)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.9
Breaking changes:
- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to
ImGuiStoragePair (simpler for many languages). No significant nested type left.
- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window
flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for
BeginChild() calls anyhow. (#7687) [@cfillion]
- old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
- new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0)
Kept inline redirection flag (will obsolete).
- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351)
- ImGuiCol_TabActive -> ImGuiCol_TabSelected
- ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed
- ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected
Kept inline redirecting enums (will obsolete).
- IO: io.ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data.
Newly added io.ClearInputMouse() does. (#4921)
- Drag and Drop: renamed ImGuiDragDropFlags_SourceAutoExpirePayload to
ImGuiDragDropFlags_PayloadAutoExpire. Kept inline redirecting enum (will obsolete). (#1725, #143)
Other changes:
- IO: do not disable io.ConfigWindowsResizeFromEdges (which allow resizing from borders
and lower-left corner) when ImGuiBackendFlags_HasMouseCursors is not set by backend.
The initial reasoning is that resizing from borders feels better when correct mouse cursor
shape change as honored by backends. Keeping this enabling will hopefully increase pressure
on third-party backends to set ImGuiBackendFlags_HasMouseCursors and honor changes of
ImGui::GetMouseCursor() value. (#1495)
- IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button
which was pressed over void/underlying app, which is consistent/needed to allow the
mouse up event of a drag over void/underlying app to catch release. (#1392) [@Moka42]
- IO: Added io.ClearInputMouse() to clear mouse state. (#4921)
- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is
tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child
position could have temporarily be moved around by erroneous padding application. (#7706)
- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal
line over selected tabs to increase visibility. This is used by docking.
Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors.
- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for
'TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered' on each column. (#3740)
- Disabled, Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block
bypassing the disabled state. (#7726)
- Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state,
to make it that only tooltip windows are temporarily clearing it. (#211, #7640)
- Drags: added ImGuiSliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749)
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern sets
active id so a multi-frame extern source doesn't interfere with hovered widgets. (#143)
- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern does not assume
a mouse button being pressed. Facilitate implementing cross-context drag and drop. (#143)
- Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext/_PayloadNoCrossProcess flags
as metadata to specify that a payload may not be copied outside the context/process by
some logic aiming to copy payloads around.
- Drag and Drop: Fixes an issue when elapsing payload would be based on last payload
frame instead of last drag source frame, which makes a difference if not resubmitting
payload every frame. (#143)
- Debug Tools: Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
- Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for
use by backends.
- imgui_freetype: Fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369)
- Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it
has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) [@mlauss2]
- Backends: SDL3: Update for API removal of keysym field in SDL_KeyboardEvent. (#7728)
- Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735)
- Backends: SDL3: Update for SDL_SetTextInputRect() API rename. (#7760, #7754) [@maxortner01]
- Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. (SDL#9009).
- Backends: Vulkan: Remove Volk/ from volk.h #include directives. (#7722, #6582, #4854)
[@martin-ejdestig]
- Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI since new SDL_HINT_IME_IMPLEMENTED_UI
values has a more suitable default for our case case.
- Examples: GLFW+Vulkan, SDL+Vulkan: handle swap chain resize even without Vulkan
returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671)
[@AndreiNego, @ocornut]
-----------------------------------------------------------------------
VERSION 1.90.8 (Released 2024-06-06)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.8
Breaking changes:
- Reordered various ImGuiInputTextFlags values. This should NOT be breaking unless
you are using generated headers that have values not matching the main library.
- Removed ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
from imgui.h, was mostly unused and misleading.
Other changes:
- Inputs: fixed IsMouseClicked(..., repeat=true); broken in 1.90.7 on 2024/05/22.
(due to an internal api parameter swap, repeat wouldn't be honored and
ownership would be accidentally checked even though this api is meant to not
check ownership). (#7657) [@korenkonder]
- Windows: fixed altering FramePadding mid-frame not correctly affecting logic
responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
- Scrollbar: made scrolling logic more standard: clicking above or below the
grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
solely by the presence of an horizontal scrollbar. (#1574)
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
to display a zero-value as empty. (#7305) [@supermerill, @ocornut]
- Popups: fixed an issue preventing to close a popup opened over a modal by clicking
over void (it required clicking over the visible part of the modal). (#7654)
- Tables: fixed an issue where ideal size reported to parent container wouldn't
correctly take account of inner scrollbar, affecting potential auto-resize of
parent container. (#7651)
- Tables: fixed a bug where after disabling the ScrollY flag for a table,
previous scrollbar width would be accounted for. (#5920)
- Combo: simplified Combo() API uses a list clipper (due to its api it wasn't
previously trivial before we added clipper.IncludeItemByIndex() function).
- Disabled: nested tooltips or other non-child window within a BeginDisabled()
block disable the disabled state. (#211, #7640)
- Misc: made ImGuiDir and ImGuiSortDirection stronger-typed enums.
- Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653)
-----------------------------------------------------------------------
VERSION 1.90.7 (Released 2024-05-27)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.7
Breaking changes:
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
place for macOS X apps in your input logic.
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
It is now unnecessary to specific cross-platform idiomatic shortcuts.
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
- Commented out obsolete symbols renamed in 1.88 (May 2022):
CaptureKeyboardFromApp() -> SetNextFrameWantCaptureKeyboard()
CaptureMouseFromApp() -> SetNextFrameWantCaptureMouse()
- Backends: SDL_Renderer2/SDL_Renderer3: ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will allow eventual support for multi-viewports.
Other changes:
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
it assumed the other axis would also be auto-fit. (#1710)
- Inputs: added shortcut and routing system in public API. (#456, #2637) [BETA]
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
- in Parent: call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
- in Child1: call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
- in Child2: no call // When Child2 is focused, Parent gets the shortcut.
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
This is an important property as it facilitate working with foreign code or larger codebase.
- Added Shortcut() function:
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- checks that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from higher priority locations
(e.g. deeper in the window/item stack).
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
shortcut may be executed even if its window is not in focus stack).
Items like buttons are not fully activated, in the sense that they get pressed but another
active item, e.g. InputText() won't be deactivated.
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
- ImGuiInputFlags_RouteFocused: focus stack route (default)
- ImGuiInputFlags_RouteActive: only route to active item
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
- Added other shortcut/routing options: (#456, #2637)
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
input functions (which are still internal for now).
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
- ImGuiInputFlags_RouteOverFocused: global route takes priority over focus route.
- ImGuiInputFlags_RouteOverActive: global route takes priority over active item.
- ImGuiInputFlags_RouteUnlessBgFocused: global route disabled if no imgui window focused.
- ImGuiInputFlags_RouteFromRootWindow: route evaluated from the point of view of root window rather than current window.
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
code and compiled version of Dear ImGui. If you get an assert it most likely mean you have a build issue,
read comments near the assert. (#7568)
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
handler to be called before backend initialization. Because of how ::CreateWindow()
calls in WndProc this is facilitating. (#6275) [@MennoVink]
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
- Inputs (Internals): Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
- Inputs (Internals): Renamed symbols global routes:
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggested global route)
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
swapped last two parameters order in function signatures:
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They were all made before making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
-----------------------------------------------------------------------
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:
- 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:
- 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.
It is possible that some prior manual use of ImFontConfig::GlyphOffset may become
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
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()
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)
-----------------------------------------------------------------------
VERSION 1.90.5 (Released 2024-04-11)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5
Breaking changes:
- 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)) --> IsKeyPressed(ImGuiKey_XXX)
- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled()
and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those
functions were added recently in 1.90, we are not adding inline redirection functions.
The transition is easy and should affect few users. (#2743, #7417) [@cfillion]
Other changes:
- Windows: Scrollbar visibility decision uses current size when both size and contents
size are submitted by API. (#7252)
- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner
grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion]
- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping
should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion]
Adjust those resizing limits to match window padding rather than inner clipping rectangle.
- Tables: Fixed auto-width columns when using synced-instances of same table, width of
one instance would bleed into next one instead of sharing their widths. (#7218)
- Tables: Angled headers: fixed border hit box extending beyond when used within
non-scrollable tables. (#7416) [@cfillion]
- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow()
stops being called. (#7416) [@cfillion]
- Tables: Angled headers: rounding header size to nearest integers, fixes some issues
when using clipper.
- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive
frames would erroneously close the window. While it is technically a popup issue
it would generally manifest when fast moving the mouse bottom to top in a sub-menu.
(#7325, #7287, #7063)
- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization
feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC]
- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for
consistency. (#7411) [@cfillion]
- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd]
Note that only simple polygons (no self-intersections, no holes) are supported.
- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
- This is the main wiki: https://github.com/ocornut/imgui/wiki
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
Adding a link to the crawlable version, even though it is not intended for humans,
to increase its search rank.
-----------------------------------------------------------------------
VERSION 1.90.4 (Released 2024-02-22)
-----------------------------------------------------------------------
@ -767,8 +58,8 @@ Other changes:
for auto-resizing of columns. (#6917)
- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill
drawn too low, particularly visible with tables that have no scrolling. (#6917)
- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars,
where in some situations the rounded section wouldn't follow regular tessellation rules.
- ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars,
where in some situations the rounded section wouldn't follow regular tesselation rules.
- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673)
- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless
io.ConfigDebugIsDebuggerPresent is set. (#2673)
@ -987,7 +278,6 @@ Breaking changes:
Before: BeginChild("Name", size, false)
After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites.
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
- BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense
for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
@ -1037,7 +327,6 @@ Other changes:
child windows from the bottom/right border (toward layout direction). Resized child windows
settings are saved and persistent in .ini file. (#1710)
- BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter.
**AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
- BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize
on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710)
e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
@ -1247,7 +536,7 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. This is automatically cleared by io.ClearInputKeys(). (#4921)
input queue. This is automatically cleared by io.ClearInputsKeys(). (#4921)
- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
cannot compare to NULL nor reassign manually anymore.
@ -1285,10 +574,10 @@ Other changes:
will slightly reduce scrollbar size. Generally we tried to make it that window
border size has no incidence on layout but this can't work with thick borders. (#2522)
- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
May be useful in conjunction with io.ClearInputKeys() if you need to clear
May be useful in conjunction with io.ClearInputsKeys() if you need to clear
both current inputs state and queued events (e.g. when using blocking native
dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
- IO: Changed io.ClearInputKeys() specs to also clear current frame character buffer
- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer
(what now obsoleted io.ClearInputCharacters() did), as this is effectively the
desirable behavior.
- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable
@ -1417,7 +706,7 @@ Breaking changes:
- ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
@ -1980,7 +1269,7 @@ Other Changes:
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
@ -2753,7 +2042,7 @@ Other Changes:
alpha compositing and transparent windows. (#2766, #3447 etc.).
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
across all backends), facilitating compositing of the output buffer with another buffer.
accross all backends), facilitating compositing of the output buffer with another buffer.
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
@ -6162,7 +5451,7 @@ Other Changes:
VERSION 1.08 (2014-08-25)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
- Fixed file descriptor leak on LoadSettings() failure.

View File

@ -35,13 +35,46 @@ At shutdown:
call ImGui::DestroyContext()
```
Main resource:
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
Additional resources:
- Read FAQ at https://www.dearimgui.com/faq
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
- Read the comments and instruction at the top of each file.
```cpp
// Create a Dear ImGui context, setup some options
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(my_hwnd);
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
// Application main loop
while (true)
{
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// Any application code here
ImGui::Text("Hello, world!");
// End of frame: render Dear ImGui
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Swap
g_pSwapChain->Present(1, 0);
}
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
```
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
Please read FAQ at https://www.dearimgui.com/faq
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
@ -71,8 +104,8 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
@ -93,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR>
This support building with Emscripten and targeting WebGL.<BR>
This support building with Emscripten and targetting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
@ -135,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targeting WebGL.<BR>
This support building with Emscripten and targetting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>

View File

@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
@ -77,9 +77,9 @@ or view this file with any Markdown viewer.
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
@ -199,43 +199,10 @@ ctx->RSSetScissorRects(1, &r);
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
</pre>
</td>
</tr>
</table>
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.
@ -640,7 +607,7 @@ The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
@ -654,8 +621,8 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/6897)
##### [Return to Index](#index)
@ -697,11 +664,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
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.
- 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)

View File

@ -50,9 +50,7 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
### (4) Font atlas texture fails to upload to GPU.
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
@ -62,8 +60,6 @@ Some solutions:
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
Future versions of Dear ImGui should solve this problem.
##### [Return to Index](#index)
---------------------------------------

View File

@ -11,18 +11,18 @@ Dear ImGui
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### The Pitch
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
```cpp
@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
### Getting Started & Integration
### Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
@ -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).
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
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.
@ -162,19 +162,17 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
How to help
-----------
@ -184,13 +182,13 @@ How to help
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
Sponsors
--------
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
@ -207,7 +205,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."

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@ -39,7 +39,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
@ -65,6 +65,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch)
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
@ -116,7 +117,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot
- (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool.
@ -149,6 +150,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper.
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
@ -171,14 +173,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
@ -189,11 +190,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@ -274,6 +275,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: visual feedback on button press.
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
@ -313,7 +315,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- misc: possible compile-time support for wchar_t instead of char*?
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
@ -333,7 +336,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.

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@ -11,7 +11,7 @@
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize"
android:exported="true">
android:exported="false">
<meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" />

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@ -161,7 +161,7 @@ void Init(struct android_app* app)
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg);

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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.
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
- 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:
- 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."_
- 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.
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).

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@ -1,6 +1,5 @@
// Dear ImGui: standalone example application for using GLFW + WebGPU
// - Emscripten is supported for publishing on web. See https://emscripten.org.
// - Dawn is used as a WebGPU implementation on desktop.
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@ -12,15 +11,11 @@
#include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h"
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#else
#include <webgpu/webgpu_glfw.h>
#endif
#include <GLFW/glfw3.h>
#include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h>
@ -31,16 +26,15 @@
#endif
// Global WebGPU required states
static WGPUInstance wgpu_instance = nullptr;
static WGPUDevice wgpu_device = nullptr;
static WGPUSurface wgpu_surface = nullptr;
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
static WGPUSwapChain wgpu_swap_chain = nullptr;
static int wgpu_swap_chain_width = 1280;
static int wgpu_swap_chain_height = 720;
static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 0;
// Forward declarations
static bool InitWGPU(GLFWwindow* window);
static bool InitWGPU();
static void CreateSwapChain(int width, int height);
static void glfw_error_callback(int error, const char* description)
@ -72,19 +66,18 @@ int main(int, char**)
// Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (window == nullptr)
return 1;
// Initialize the WebGPU environment
if (!InitWGPU(window))
if (!InitWGPU())
{
if (window)
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
glfwShowWindow(window);
// Setup Dear ImGui context
@ -101,7 +94,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplWGPU_InitInfo init_info;
init_info.Device = wgpu_device;
@ -122,7 +115,7 @@ int main(int, char**)
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
@ -151,16 +144,11 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// React to changes in screen size
int width, height;
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
CreateSwapChain(width, height);
@ -212,13 +200,7 @@ int main(int, char**)
// Rendering
ImGui::Render();
#ifndef __EMSCRIPTEN__
// Tick needs to be called in Dawn to display validation errors
wgpuDeviceTick(wgpu_device);
#endif
WGPURenderPassColorAttachment color_attachments = {};
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
@ -240,15 +222,6 @@ int main(int, char**)
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
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__
EMSCRIPTEN_MAINLOOP_END;
@ -265,72 +238,29 @@ int main(int, char**)
return 0;
}
#ifndef __EMSCRIPTEN__
static WGPUAdapter RequestAdapter(WGPUInstance instance)
static bool InitWGPU()
{
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();
if (!wgpu_device)
return false;
#else
WGPUAdapter adapter = RequestAdapter(instance.Get());
if (!adapter)
return false;
wgpu_device = RequestDevice(adapter);
#endif
#ifdef __EMSCRIPTEN__
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc;
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
#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();
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
// Use C++ wrapper due to misbehavior in Emscripten.
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
// seem to be inline with struct alignments in the C++ structure
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc;
wgpu::Instance instance = wgpuCreateInstance(nullptr);
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
wgpu_surface = surface.MoveToCHandle();
return true;
}

View File

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

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@ -91,11 +91,6 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();

View File

@ -85,7 +85,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
@ -127,11 +127,6 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();

View File

@ -21,12 +21,8 @@
#define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
// Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION
#include <volk.h>
#endif
#include <vulkan/vulkan.h>
//#include <vulkan/vulkan_beta.h>
// [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.
@ -117,9 +113,6 @@ static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkResult err;
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize();
#endif
// Create Vulkan Instance
{
@ -158,20 +151,17 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance(g_Instance);
#endif
// Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr;
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#endif
}
@ -287,8 +277,8 @@ static void CleanupVulkan()
#ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
@ -485,19 +475,17 @@ int main(int, char**)
glfwPollEvents();
// Resize swap chain?
int fb_width, fb_height;
glfwGetFramebufferSize(window, &fb_width, &fb_height);
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
if (g_SwapChainRebuild)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
}
// Start the Dear ImGui frame

View File

@ -1,117 +0,0 @@
# 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)
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
else()
# cannot use contrib.glfw3 prior to 3.1.57
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
endif()
set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else()
# 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
)
IF(NOT EMSCRIPTEN)
target_compile_definitions(example_glfw_wgpu PUBLIC
"IMGUI_IMPL_WEBGPU_BACKEND_DAWN"
)
endif()
target_include_directories(example_glfw_wgpu PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
# Emscripten settings
if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(example_glfw_wgpu PUBLIC
"${IMGUI_EMSCRIPTEN_GLFW3}"
)
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
target_link_options(example_glfw_wgpu PRIVATE
"-sUSE_WEBGPU=1"
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-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()

View File

@ -1,6 +1,6 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# Important: This is a "null backend" application, with no visible output or interaction!
# This is used for testing purpose and continuous integration, and has little use for end-user.

View File

@ -126,11 +126,6 @@ int main(int, char**)
CreateRenderTarget();
}
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();

View File

@ -105,11 +105,6 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();

View File

@ -140,11 +140,6 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();

View File

@ -47,7 +47,7 @@ int main(int, char**)
if (renderer == nullptr)
{
SDL_Log("Error creating SDL_Renderer!");
return -1;
return 0;
}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
@ -107,11 +107,6 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
@ -160,7 +155,7 @@ int main(int, char**)
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}

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