Compare commits

..

No commits in common. "master" and "android_continued" have entirely different histories.

279 changed files with 4551 additions and 15576 deletions

View File

@ -22,10 +22,10 @@ jobs:
submodules: recursive submodules: recursive
- name: Install Dependencies - 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 cmake
- name: Configure CMake - name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DTOMATO_TOX_AV=ON run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build - 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 -t tomato
@ -64,8 +64,6 @@ jobs:
strategy: strategy:
matrix: matrix:
platform: platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android - vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android - vcpkg_toolkit: x64-android
@ -103,7 +101,7 @@ jobs:
- name: Configure CMake - name: Configure CMake
env: env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}} 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 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 -DSDL3IMAGE_JPG_SHARED=OFF -DSDL3IMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON
- name: Build (tomato) - name: Build (tomato)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
@ -130,13 +128,13 @@ jobs:
- name: rename apk - name: rename apk
id: rename_apk id: rename_apk
shell: bash shell: bash
run: mv "${{github.workspace}}/build/android/tomato.apk" "${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk" 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 - uses: actions/upload-artifact@v4
with: with:
name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-Android-${{matrix.platform.ndk_abi}} name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-android-${{matrix.platform.ndk_abi}}
path: | path: |
${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk ${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-android-${{matrix.platform.ndk_abi}}.apk
windows: windows:
timeout-minutes: 15 timeout-minutes: 15
@ -148,14 +146,14 @@ jobs:
with: with:
submodules: recursive submodules: recursive
#- name: update vcpkg - name: update vcpkg
# shell: bash shell: bash
# run: | run: |
# cd C:/vcpkg cd C:/vcpkg
# git pull git pull
- name: Install Dependencies - 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 pkgconf:x64-windows
# setup vs env # setup vs env
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
@ -166,7 +164,7 @@ jobs:
#- uses: ilammy/setup-nasm@v1 #- uses: ilammy/setup-nasm@v1
- name: Configure CMake - 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_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 -DSDL3IMAGE_VENDORED=ON -DSDL3IMAGE_DEPS_SHARED=ON -DSDL3IMAGE_JXL=OFF -DSDL3IMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -t tomato run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -t tomato
@ -184,12 +182,6 @@ jobs:
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi fi
- name: Clean temporary artifacts
# msvc sometimes produces .ilk files, which are used for linking only
shell: powershell
run: |
Remove-Item "${{github.workspace}}/build/bin/*.ilk"
- name: Compress artifacts - name: Compress artifacts
shell: powershell shell: powershell
run: | run: |
@ -213,14 +205,14 @@ jobs:
with: with:
submodules: recursive submodules: recursive
#- name: update vcpkg - name: update vcpkg
# shell: bash shell: bash
# run: | run: |
# cd C:/vcpkg cd C:/vcpkg
# git pull git pull
- name: Install Dependencies - 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 pkgconf:x64-windows
# setup vs env # setup vs env
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
@ -231,7 +223,7 @@ jobs:
#- uses: ilammy/setup-nasm@v1 #- uses: ilammy/setup-nasm@v1
- name: Configure CMake - 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 -DSDL3IMAGE_VENDORED=ON -DSDL3IMAGE_DEPS_SHARED=ON -DSDL3IMAGE_JXL=OFF -DSDL3IMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
@ -249,12 +241,6 @@ jobs:
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi fi
- name: Clean temporary artifacts
# msvc sometimes produces .ilk files, which are used for linking only
shell: powershell
run: |
Remove-Item "${{github.workspace}}/build/bin/*.ilk"
- name: Compress artifacts - name: Compress artifacts
shell: powershell shell: powershell
run: | run: |

View File

@ -38,8 +38,6 @@ jobs:
strategy: strategy:
matrix: matrix:
platform: platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android - vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android - vcpkg_toolkit: x64-android
@ -61,9 +59,9 @@ jobs:
distribution: 'temurin' distribution: 'temurin'
java-version: '17' java-version: '17'
#- name: update vcpkg - name: update vcpkg
# run: | run: |
# git clone https://github.com/microsoft/vcpkg.git git clone https://github.com/microsoft/vcpkg.git
- name: Install Dependencies (host) - name: Install Dependencies (host)
run: sudo apt update && sudo apt -y install cmake pkg-config nasm run: sudo apt update && sudo apt -y install cmake pkg-config nasm
@ -71,14 +69,13 @@ jobs:
- name: Install Dependencies (target) - name: Install Dependencies (target)
env: env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}} 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}} --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 # vcpkg scripts root /usr/local/share/vcpkg/scripts
- name: Configure CMake - name: Configure CMake
env: env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}} 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 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 -DSDL3IMAGE_JPG_SHARED=OFF -DSDL3IMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON
- name: Build (tomato) - name: Build (tomato)
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 -t tomato
@ -125,14 +122,14 @@ jobs:
with: with:
submodules: recursive submodules: recursive
#- name: update vcpkg - name: update vcpkg
# shell: bash shell: bash
# run: | run: |
# cd C:/vcpkg cd C:/vcpkg
# git pull git pull
- name: Install Dependencies - 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 pkgconf:x64-windows
# setup vs env # setup vs env
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
@ -143,7 +140,7 @@ jobs:
#- uses: ilammy/setup-nasm@v1 #- uses: ilammy/setup-nasm@v1
- name: Configure CMake - 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 -DSDL3IMAGE_VENDORED=ON -DSDL3IMAGE_DEPS_SHARED=ON -DSDL3IMAGE_JXL=OFF -DSDL3IMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe
- name: Build - 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 -t tomato

View File

@ -20,9 +20,6 @@ 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_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_ASAN "Build tomato with asan (gcc/clang/msvc)" OFF)
option(TOMATO_TOX_AV "Build tomato with ToxAV" OFF)
message("II TOMATO_TOX_AV: ${TOMATO_TOX_AV}")
if (TOMATO_ASAN) if (TOMATO_ASAN)
if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang") if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang")
@ -30,7 +27,6 @@ if (TOMATO_ASAN)
#link_libraries(-fsanitize=address) #link_libraries(-fsanitize=address)
link_libraries(-fsanitize=address,undefined) link_libraries(-fsanitize=address,undefined)
#link_libraries(-fsanitize=undefined) #link_libraries(-fsanitize=undefined)
link_libraries(-static-libasan) # make it "work" on nix
message("II enabled ASAN") message("II enabled ASAN")
else() else()
message("!! can not enable ASAN on this platform (gcc/clang + win)") message("!! can not enable ASAN on this platform (gcc/clang + win)")
@ -48,7 +44,7 @@ endif()
add_compile_definitions(ENTT_API_EXPORT) add_compile_definitions(ENTT_API_EXPORT)
# external libs # 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) set(CMAKE_CXX_EXTENSIONS OFF)

View File

@ -33,16 +33,17 @@
android:required="false" /> android:required="false" />
<!-- Audio recording support --> <!-- Audio recording support -->
<uses-permission android:name="android.permission.RECORD_AUDIO" /> <!-- if you want to capture audio, uncomment this. -->
<uses-feature <!-- <uses-feature
android:name="android.hardware.microphone" android:name="android.hardware.microphone"
android:required="false" /> android:required="false" /> -->
<!-- Camera support --> <!-- Camera support -->
<!-- if you want to record video, uncomment this. -->
<!--
<uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.CAMERA" />
<uses-feature <uses-feature android:name="android.hardware.camera" />
android:name="android.hardware.camera" -->
android:required="false" />
<uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.INTERNET" />
@ -57,6 +58,9 @@
<!-- Allow access to the vibrator --> <!-- Allow access to the vibrator -->
<uses-permission android:name="android.permission.VIBRATE" /> <uses-permission android:name="android.permission.VIBRATE" />
<!-- if you want to capture audio, uncomment this. -->
<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> -->
<!-- Create a Java class extending SDLActivity and place it in a <!-- 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 directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
@ -92,11 +96,14 @@
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" /> <action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter> </intent-filter>
<!-- Drop file event --> <!-- Drop file event -->
<!--
<intent-filter> <intent-filter>
<action android:name="android.intent.action.VIEW" /> <action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" /> <category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="*/*" /> <data android:mimeType="*/*" />
</intent-filter> </intent-filter>
-->
</activity> </activity>
</application> </application>
</manifest> </manifest>

View File

@ -3,7 +3,7 @@
<!-- Base application theme. --> <!-- Base application theme. -->
<!-- <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar"> --> <!-- <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar"> -->
<!--<style name="AppTheme" parent="android:Theme.AppCompat">--> <!--<style name="AppTheme" parent="android:Theme.AppCompat">-->
<style name="AppTheme" parent="android:Theme.NoTitleBar"> <style name="AppTheme" parent="android:Theme">
<!-- Customize your theme here. --> <!-- Customize your theme here. -->
</style> </style>

View File

@ -5,7 +5,6 @@ add_subdirectory(./entt)
add_subdirectory(./json) add_subdirectory(./json)
add_subdirectory(./solanaceae_util) add_subdirectory(./solanaceae_util)
add_subdirectory(./solanaceae_object_store)
add_subdirectory(./solanaceae_contact) add_subdirectory(./solanaceae_contact)
add_subdirectory(./solanaceae_message3) add_subdirectory(./solanaceae_message3)
add_subdirectory(./solanaceae_message_serializer) add_subdirectory(./solanaceae_message_serializer)
@ -16,6 +15,8 @@ add_subdirectory(./toxcore)
add_subdirectory(./solanaceae_toxcore) add_subdirectory(./solanaceae_toxcore)
add_subdirectory(./solanaceae_tox) add_subdirectory(./solanaceae_tox)
add_subdirectory(./solanaceae_object_store)
add_subdirectory(./sdl) add_subdirectory(./sdl)
add_subdirectory(./imgui) add_subdirectory(./imgui)

View File

@ -18,7 +18,6 @@ add_library(imgui
imgui/misc/cpp/imgui_stdlib.cpp imgui/misc/cpp/imgui_stdlib.cpp
) )
target_compile_definitions(imgui PUBLIC IMGUI_USE_WCHAR32)
target_compile_features(imgui PUBLIC cxx_std_11) target_compile_features(imgui PUBLIC cxx_std_11)
target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}") target_include_directories(imgui PUBLIC "${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. # "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows: workflows:
- scheduled - scheduled
- manual
branches: branches:
- master - master
- docking - 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' 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' 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 - name: Build Win32 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' 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 shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' 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 - name: Build x64 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' 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' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux: Linux:
runs-on: ubuntu-24.04 runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@ -324,18 +313,6 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp 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) - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@ -393,18 +370,6 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp 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) - name: Build example_null (without c++ runtime, Clang)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@ -457,17 +422,6 @@ jobs:
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp 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) - name: Build example_null (without c++ runtime)
run: | run: |
cat > example_single_file.cpp <<'EOF' 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 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: Emscripten:
runs-on: ubuntu-24.04 runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@ -527,7 +481,6 @@ jobs:
emsdk-master/emsdk update emsdk-master/emsdk update
emsdk-master/emsdk install latest emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest emsdk-master/emsdk activate latest
sudo apt-get install build-essential
- name: Build example_sdl2_opengl3 with Emscripten - name: Build example_sdl2_opengl3 with Emscripten
run: | run: |
@ -536,28 +489,15 @@ jobs:
popd popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten 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) - name: Build example_glfw_wgpu
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_glfw_wgpu -f Makefile.emscripten 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
Android: Android:
runs-on: ubuntu-24.04 runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v4 - 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 fi
cd examples/example_null cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1 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 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 ## Dear ImGui artifacts
imgui.ini imgui.ini
imgui*.ini
## General build artifacts ## General build artifacts
*.o *.o

View File

@ -20,9 +20,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-08-22: 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. // 2022-11-30: 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. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@ -65,8 +62,8 @@
#ifdef _WIN32 #ifdef _WIN32
#include <allegro5/allegro_windows.h> #include <allegro5/allegro_windows.h>
#endif #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_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 & ~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_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 // Visual Studio warnings
#ifdef _MSC_VER #ifdef _MSC_VER
@ -294,7 +291,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
} }
#if ALLEGRO_HAS_CLIPBOARD #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(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
@ -303,15 +300,14 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
return bd->ClipboardTextData; 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(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text); al_set_clipboard_text(bd->Display, text);
} }
#endif #endif
// Not static to allow third-party code to use that if they want to (but undocumented) static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{ {
switch (key_code) switch (key_code)
{ {
@ -451,9 +447,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD #if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; io.ClipboardUserData = nullptr;
#endif #endif
return true; return true;

View File

@ -25,7 +25,6 @@
struct ALLEGRO_DISPLAY; struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT; 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 bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();

View File

@ -28,7 +28,6 @@
struct ANativeWindow; struct ANativeWindow;
struct AInputEvent; 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 bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();

View File

@ -19,7 +19,6 @@
struct ID3D10Device; 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 bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();

View File

@ -20,7 +20,6 @@
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; 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 bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();

View File

@ -27,8 +27,6 @@ struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_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. // 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 // 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. // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.

View File

@ -19,7 +19,6 @@
struct IDirect3DDevice9; 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 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();

View File

@ -18,21 +18,8 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// 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 // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-08-22: 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. // 2023-12-19: 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. // 2023-10-05: 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) // 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)
@ -109,18 +96,10 @@
#endif #endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif #endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <emscripten/html5.h> #include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif #endif
// We gather version tests as define in order to easily see which features are version-dependent. // We gather version tests as define in order to easily see which features are version-dependent.
@ -152,7 +131,7 @@ struct ImGui_ImplGlfw_Data
ImVec2 LastValidMousePos; ImVec2 LastValidMousePos;
bool InstalledCallbacks; bool InstalledCallbacks;
bool CallbacksChainForAllWindows; bool CallbacksChainForAllWindows;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef __EMSCRIPTEN__
const char* CanvasSelector; const char* CanvasSelector;
#endif #endif
@ -166,7 +145,7 @@ struct ImGui_ImplGlfw_Data
GLFWcharfun PrevUserCallbackChar; GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor; GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32 #ifdef _WIN32
WNDPROC PrevWndProc; WNDPROC GlfwWndProc;
#endif #endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
@ -185,12 +164,19 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
{ {
IM_UNUSED(scancode); return glfwGetClipboardString((GLFWwindow*)user_data);
switch (keycode) }
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_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
@ -349,7 +335,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset); bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef __EMSCRIPTEN__
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return; return;
#endif #endif
@ -358,10 +344,9 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
io.AddMouseWheelEvent((float)xoffset, (float)yoffset); 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) 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. // 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) // (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. // See https://github.com/glfw/glfw/issues/1502 for details.
@ -372,7 +357,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode); const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback); 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); (void)glfwGetError(nullptr);
#endif #endif
if (key_name && key_name[0] != 0 && key_name[1] == 0) if (key_name && key_name[0] != 0 && key_name[1] == 0)
@ -406,7 +391,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO(); 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.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
} }
@ -469,7 +454,7 @@ 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. // 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*) static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
{ {
// Mimic Emscripten_HandleWheel() in SDL. // Mimic Emscripten_HandleWheel() in SDL.
@ -512,7 +497,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break; break;
} }
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam); return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
} }
#endif #endif
@ -568,14 +553,6 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
bd->CallbacksChainForAllWindows = 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) static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -593,12 +570,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Window = window; bd->Window = window;
bd->Time = 0.0; bd->Time = 0.0;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); }; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); }; io.ClipboardUserData = bd->Window;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
// Create mouse cursors // Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@ -629,10 +603,15 @@ 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. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks) if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window); 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 // Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32 #ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__) #elif defined(__APPLE__)
@ -643,28 +622,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Windows: register a WndProc hook so we can intercept some messages. // Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32 #ifdef _WIN32
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->PrevWndProc != nullptr); IM_ASSERT(bd->GlfwWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif #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; bd->ClientApi = client_api;
return true; return true;
} }
@ -692,19 +654,18 @@ void ImGui_ImplGlfw_Shutdown()
if (bd->InstalledCallbacks) if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window); ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef __EMSCRIPTEN__
if (bd->CanvasSelector) emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
#endif #endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[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 #ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
bd->PrevWndProc = nullptr; bd->GlfwWndProc = nullptr;
#endif #endif
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
@ -721,7 +682,7 @@ static void ImGui_ImplGlfw_UpdateMouseData()
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch) // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{ {
GLFWwindow* window = bd->Window; GLFWwindow* window = bd->Window;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef __EMSCRIPTEN__
const bool is_window_focused = true; const bool is_window_focused = true;
#else #else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
@ -779,7 +740,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
return; return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) #if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
GLFWgamepadstate gamepad; GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return; return;
@ -853,17 +814,7 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
// GLFW doesn't provide a portable sleep function #ifdef __EMSCRIPTEN__
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{ {
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
@ -884,7 +835,7 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. // '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. // 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); IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
@ -896,24 +847,8 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
// Change the size of the GLFW window according to the size of the canvas // Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); 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) #endif
// 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
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@ -24,17 +24,15 @@
struct GLFWwindow; struct GLFWwindow;
struct GLFWmonitor; 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_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(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 bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) // Emscripten related initialization phase methods
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif #endif
// GLFW callbacks install // 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_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); 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 #endif // #ifndef IMGUI_DISABLE

View File

@ -26,7 +26,6 @@
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API #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 bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();

View File

@ -25,7 +25,6 @@
@class MTLRenderPassDescriptor; @class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; @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 bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
@ -52,7 +51,6 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#include <Metal/Metal.hpp> #include <Metal/Metal.hpp>
#ifndef __OBJC__ #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 bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);

View File

@ -22,7 +22,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-06-28: 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. // 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. // 2021-12-08: 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). // 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).
@ -114,8 +113,6 @@ void ImGui_ImplOpenGL2_NewFrame()
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects(); ImGui_ImplOpenGL2_CreateDeviceObjects();
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateFontsTexture();
} }
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) 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 #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #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 bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

View File

@ -22,7 +22,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-06-28: 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) // 2024-05-07: 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) // 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
@ -124,7 +123,6 @@
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #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 "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
@ -404,8 +402,6 @@ void ImGui_ImplOpenGL3_NewFrame()
if (!bd->ShaderHandle) if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects(); 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) static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)

View File

@ -29,7 +29,7 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #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 bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();

View File

@ -27,7 +27,6 @@
@class NSEvent; @class NSEvent;
@class NSView; @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 bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); 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> // #include <AppKit/AppKit.hpp>
#ifndef __OBJC__ #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 bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);

View File

@ -29,11 +29,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-08-22: 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. // 2023-10-05: 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. // 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). // 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
@ -85,7 +80,6 @@ struct ImGui_ImplOSX_Data
KeyEventResponder* KeyEventResponder; KeyEventResponder* KeyEventResponder;
NSTextInputContext* InputContext; NSTextInputContext* InputContext;
id Monitor; id Monitor;
NSWindow* Window;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
}; };
@ -139,7 +133,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)updateImePosWithView:(NSView *)view - (void)updateImePosWithView:(NSView *)view
{ {
NSWindow* window = view.window; NSWindow *window = view.window;
if (!window) if (!window)
return; return;
NSRect contentRect = [window contentRectForFrameRect:window.frame]; NSRect contentRect = [window contentRectForFrameRect:window.frame];
@ -259,9 +253,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@end @end
// Functions // Functions
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
{ {
switch (key_code) switch (key_code)
{ {
@ -399,7 +391,6 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
bool ImGui_ImplOSX_Init(NSView* view) bool ImGui_ImplOSX_Init(NSView* view)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@ -411,9 +402,6 @@ bool ImGui_ImplOSX_Init(NSView* view)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Observer = [ImGuiObserver new]; 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. // Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false; bd->MouseCursorHidden = false;
@ -430,14 +418,14 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // 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. // 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. // 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]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
}; };
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* io.GetClipboardTextFn = [](void*) -> const char*
{ {
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
@ -472,7 +460,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder]; [view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view); 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(); ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (data->WantVisible) if (data->WantVisible)

View File

@ -21,16 +21,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-09-09: 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(). // 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. // 2023-10-05: 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) // 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 // SDL
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#ifdef __APPLE__ #if defined(__APPLE__)
#include <TargetConditionals.h> #include <TargetConditionals.h>
#endif #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__) #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 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
@ -113,15 +100,11 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #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 // SDL Data
struct ImGui_ImplSDL2_Data struct ImGui_ImplSDL2_Data
{ {
SDL_Window* Window; SDL_Window* Window;
Uint32 WindowID;
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
char* ClipboardTextData; char* ClipboardTextData;
@ -152,7 +135,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
@ -161,13 +144,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{ {
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). // 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) 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) static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{ {
IM_UNUSED(scancode);
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; 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_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack; case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward; case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
} }
return ImGuiKey_None; 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); 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. // 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.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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -340,8 +314,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{ {
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -349,8 +321,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_MOUSEWHEEL: 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); //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! #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX; float wheel_x = -event->wheel.preciseX;
@ -369,8 +339,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONUP:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1; int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -386,26 +354,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); 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.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. io.SetKeyEventNativeData(key, 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; return true;
} }
case SDL_WINDOWEVENT: 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. // - 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. // - 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, // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@ -435,11 +397,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false; return false;
} }
#ifdef __EMSCRIPTEN__ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
@ -464,18 +422,13 @@ 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) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state; bd->MouseCanUseGlobalState = mouse_can_use_global_state;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = nullptr;
platform_io.Platform_ClipboardUserData = nullptr; io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#endif
// Gamepad handling // Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
@ -495,7 +448,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
// Set platform dependent data in viewport // Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
main_viewport->PlatformHandleRaw = nullptr; main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
@ -529,13 +481,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif #endif
(void)sdl_gl_context; // Unused in 'master' branch.
return true; return true;
} }
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) 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) bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -543,7 +495,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN #if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr); return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -551,22 +503,22 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32) #if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr); return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) 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) 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) 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(); static void ImGui_ImplSDL2_CloseGamepads();
@ -765,10 +717,6 @@ void ImGui_ImplSDL2_NewFrame()
w = h = 0; w = h = 0;
if (bd->Renderer != nullptr) if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); 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 else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);

View File

@ -27,7 +27,6 @@ struct SDL_Renderer;
struct _SDL_GameController; struct _SDL_GameController;
typedef union SDL_Event SDL_Event; 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_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);

View File

@ -1,8 +1,7 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // 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.) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [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: 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: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -21,22 +22,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-09-03: 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. // 2024-04-15: 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(). // 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes. // 2023-11-13: Updated for recent SDL3 API changes.
@ -87,14 +72,10 @@
struct ImGui_ImplSDL3_Data struct ImGui_ImplSDL3_Data
{ {
SDL_Window* Window; SDL_Window* Window;
SDL_WindowID WindowID;
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
char* ClipboardTextData; char* ClipboardTextData;
// IME handling
SDL_Window* ImeWindow;
// Mouse handling // Mouse handling
Uint32 MouseWindowID; Uint32 MouseWindowID;
int MouseButtonsDown; int MouseButtonsDown;
@ -121,31 +102,22 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) static const char* ImGui_ImplSDL3_GetClipboardText(void*)
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
const char* sdl_clipboard_text = SDL_GetClipboardText(); bd->ClipboardTextData = SDL_GetClipboardText();
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
{ {
SDL_SetClipboardText(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) if (data->WantVisible)
{ {
SDL_Rect r; SDL_Rect r;
@ -153,37 +125,17 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
r.y = (int)data->InputPos.y; r.y = (int)data->InputPos.y;
r.w = 1; r.w = 1;
r.h = (int)data->InputLineHeight; r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0); SDL_SetTextInputRect(&r);
SDL_StartTextInput(window); SDL_StartTextInput();
bd->ImeWindow = window; }
else
{
SDL_StopTextInput();
} }
} }
// Not static to allow third-party code to use that if they want to (but undocumented) static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{ {
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; case SDLK_TAB: return ImGuiKey_Tab;
@ -217,6 +169,23 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause; 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_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift; case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt; case SDLK_LALT: return ImGuiKey_LeftAlt;
@ -236,32 +205,32 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_7: return ImGuiKey_7; case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8; case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9; case SDLK_9: return ImGuiKey_9;
case SDLK_A: return ImGuiKey_A; case SDLK_a: return ImGuiKey_A;
case SDLK_B: return ImGuiKey_B; case SDLK_b: return ImGuiKey_B;
case SDLK_C: return ImGuiKey_C; case SDLK_c: return ImGuiKey_C;
case SDLK_D: return ImGuiKey_D; case SDLK_d: return ImGuiKey_D;
case SDLK_E: return ImGuiKey_E; case SDLK_e: return ImGuiKey_E;
case SDLK_F: return ImGuiKey_F; case SDLK_f: return ImGuiKey_F;
case SDLK_G: return ImGuiKey_G; case SDLK_g: return ImGuiKey_G;
case SDLK_H: return ImGuiKey_H; case SDLK_h: return ImGuiKey_H;
case SDLK_I: return ImGuiKey_I; case SDLK_i: return ImGuiKey_I;
case SDLK_J: return ImGuiKey_J; case SDLK_j: return ImGuiKey_J;
case SDLK_K: return ImGuiKey_K; case SDLK_k: return ImGuiKey_K;
case SDLK_L: return ImGuiKey_L; case SDLK_l: return ImGuiKey_L;
case SDLK_M: return ImGuiKey_M; case SDLK_m: return ImGuiKey_M;
case SDLK_N: return ImGuiKey_N; case SDLK_n: return ImGuiKey_N;
case SDLK_O: return ImGuiKey_O; case SDLK_o: return ImGuiKey_O;
case SDLK_P: return ImGuiKey_P; case SDLK_p: return ImGuiKey_P;
case SDLK_Q: return ImGuiKey_Q; case SDLK_q: return ImGuiKey_Q;
case SDLK_R: return ImGuiKey_R; case SDLK_r: return ImGuiKey_R;
case SDLK_S: return ImGuiKey_S; case SDLK_s: return ImGuiKey_S;
case SDLK_T: return ImGuiKey_T; case SDLK_t: return ImGuiKey_T;
case SDLK_U: return ImGuiKey_U; case SDLK_u: return ImGuiKey_U;
case SDLK_V: return ImGuiKey_V; case SDLK_v: return ImGuiKey_V;
case SDLK_W: return ImGuiKey_W; case SDLK_w: return ImGuiKey_W;
case SDLK_X: return ImGuiKey_X; case SDLK_x: return ImGuiKey_X;
case SDLK_Y: return ImGuiKey_Y; case SDLK_y: return ImGuiKey_Y;
case SDLK_Z: return ImGuiKey_Z; case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1; case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2; case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3; case SDLK_F3: return ImGuiKey_F3;
@ -288,7 +257,6 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_F24: return ImGuiKey_F24; case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack; case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward; case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
} }
return ImGuiKey_None; return ImGuiKey_None;
} }
@ -302,13 +270,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); 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. // 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.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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -324,8 +285,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{ {
case SDL_EVENT_MOUSE_MOTION: 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); ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -333,8 +292,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
} }
case SDL_EVENT_MOUSE_WHEEL: 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); //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_x = -event->wheel.x;
float wheel_y = event->wheel.y; float wheel_y = event->wheel.y;
@ -348,8 +305,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_BUTTON_UP:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
return false;
int mouse_button = -1; int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -365,27 +320,20 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
} }
case SDL_EVENT_TEXT_INPUT: case SDL_EVENT_TEXT_INPUT:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
return false;
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL) ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
return false; ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
//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);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); 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; return true;
} }
case SDL_EVENT_WINDOW_MOUSE_ENTER: case SDL_EVENT_WINDOW_MOUSE_ENTER:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MouseWindowID = event->window.windowID; bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0; bd->MousePendingLeaveFrame = 0;
return true; return true;
@ -396,19 +344,15 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3. // FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE: case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true; return true;
} }
case SDL_EVENT_WINDOW_FOCUS_GAINED: case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST: io.AddFocusEvent(true);
{ return true;
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) case SDL_EVENT_WINDOW_FOCUS_LOST:
return false; io.AddFocusEvent(false);
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true; return true;
}
case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED: case SDL_EVENT_GAMEPAD_REMOVED:
{ {
@ -421,12 +365,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{ {
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); IM_UNUSED(window);
viewport->PlatformHandleRaw = nullptr; viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__) #if defined(__WIN32__) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) #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 #endif
} }
@ -456,29 +400,28 @@ 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) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state; bd->MouseCanUseGlobalState = mouse_can_use_global_state;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; io.ClipboardUserData = nullptr;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
// Gamepad handling // Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true; bd->WantUpdateGamepadsList = true;
// Load mouse cursors // Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT); bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE); bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport // Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport
@ -564,7 +507,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #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() 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(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window); const bool is_app_focused = (bd->Window == focused_window);
#else #else
@ -682,8 +625,8 @@ static void ImGui_ImplSDL3_UpdateGamepads()
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break; break;
} }
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads); SDL_free(sdl_gamepads);
bd->WantUpdateGamepadsList = false;
} }
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.

View File

@ -1,8 +1,7 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // 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.) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [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: 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: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // 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; struct SDL_Gamepad;
typedef union SDL_Event SDL_Event; 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_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);

View File

@ -25,7 +25,6 @@
struct SDL_Renderer; 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 bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();

View File

@ -1,8 +1,6 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+) // (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. // 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. // 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, // If your application will want to render any non trivial amount of graphics other than UI,
@ -22,7 +20,6 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // 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. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version. // 2023-05-30: Initial version.
@ -49,8 +46,6 @@ struct ImGui_ImplSDLRenderer3_Data
{ {
SDL_Renderer* Renderer; // Main viewport's renderer SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@ -111,28 +106,8 @@ void ImGui_ImplSDLRenderer3_NewFrame()
ImGui_ImplSDLRenderer3_CreateDeviceObjects(); 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)
{
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) void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // 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. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
@ -158,8 +133,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(renderer); old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(renderer); old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
SDL_GetRenderViewport(renderer, &old.Viewport); SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect); SDL_GetRenderClipRect(renderer, &old.ClipRect);
@ -208,7 +183,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),

View File

@ -1,8 +1,6 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+) // (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. // 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. // 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, // If your application will want to render any non trivial amount of graphics other than UI,
@ -27,7 +25,6 @@
struct SDL_Renderer; 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 bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();

View File

@ -55,7 +55,7 @@
// Vulkan includes // Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h> #include <Volk/volk.h>
#else #else
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#endif #endif
@ -98,7 +98,7 @@ 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. 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 bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();

View File

@ -16,7 +16,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-09-16: 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: 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: (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) // 2024-01-22: Fixed pipeline layout leak. (#7245)
@ -36,18 +35,6 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version. // 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" #include "imgui.h"
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
@ -257,15 +244,9 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); 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.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source; wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {}; WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
@ -679,11 +660,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat; depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
@ -753,15 +730,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd; 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"; io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->initInfo = *init_info; bd->initInfo = *init_info;

View File

@ -2,13 +2,6 @@
// This needs to be used along with a Platform Binding (e.g. GLFW) // 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.) // (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: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
@ -44,7 +37,6 @@ struct ImGui_ImplWGPU_InitInfo
} }
}; };
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();

View File

@ -21,7 +21,6 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-07-08: 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. // 2023-10-05: 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). // 2023-09-25: 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. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
@ -99,7 +98,6 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif #endif
#if defined(__GNUC__) #if defined(__GNUC__)
#pragma GCC diagnostic push #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) #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #endif
@ -107,7 +105,7 @@ struct ImGui_ImplWin32_Data
{ {
HWND hWnd; HWND hWnd;
HWND MouseHwnd; 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; int MouseButtonsDown;
INT64 Time; INT64 Time;
INT64 TicksPerSecond; INT64 TicksPerSecond;
@ -171,8 +169,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
ImGui_ImplWin32_UpdateKeyboardCodePage(); ImGui_ImplWin32_UpdateKeyboardCodePage();
// Set platform dependent data in viewport // Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Dynamically load XInput library // Dynamically load XInput library
@ -295,7 +292,7 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); 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() static void ImGui_ImplWin32_UpdateMouseData()
@ -419,14 +416,12 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_UpdateGamepads(); ImGui_ImplWin32_UpdateGamepads();
} }
// Map VK_xxx to ImGuiKey_xxx. // 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)
// Not static to allow third-party code to use that if they want to (but undocumented) #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
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;
// Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
{
switch (wParam) switch (wParam)
{ {
case VK_TAB: return ImGuiKey_Tab; case VK_TAB: return ImGuiKey_Tab;
@ -475,6 +470,7 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd; case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift; case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl; case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt; case VK_LMENU: return ImGuiKey_LeftAlt;
@ -630,16 +626,6 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
} }
return 0; return 0;
} }
case WM_DESTROY:
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
::TrackMouseEvent(&tme_cancel);
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
@ -693,9 +679,12 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// Submit modifiers // Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers(); ImGui_ImplWin32_UpdateKeyModifiers();
// Obtain virtual key code and convert to ImGuiKey // Obtain virtual key code
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); // (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.)
const int vk = (int)wParam; 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)); const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.

View File

@ -20,7 +20,6 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #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_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); 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 ## 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? ### 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. - Optional: multi-viewports support.
etc. 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) 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). 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. - 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. 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 ### Integrating a backend
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> See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
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.**
### List of backends ### List of backends
@ -135,7 +135,7 @@ Generally:
It is unlikely you will add value to your project by creating your own backend. It is unlikely you will add value to your project by creating your own backend.
Also: 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 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 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 requests such as: "create an additional OS window", "create a render context", "get the OS position of this

View File

@ -35,495 +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. 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! - 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) VERSION 1.90.7 (Released 2024-05-27)
----------------------------------------------------------------------- -----------------------------------------------------------------------
@ -987,7 +498,6 @@ Breaking changes:
Before: BeginChild("Name", size, false) Before: BeginChild("Name", size, false)
After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) 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. 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 - BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense 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 for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
@ -1037,7 +547,6 @@ Other changes:
child windows from the bottom/right border (toward layout direction). Resized child windows child windows from the bottom/right border (toward layout direction). Resized child windows
settings are saved and persistent in .ini file. (#1710) settings are saved and persistent in .ini file. (#1710)
- BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter. - 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 - 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) 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); e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
@ -1247,7 +756,7 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous - IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level 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 - ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you 'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
cannot compare to NULL nor reassign manually anymore. cannot compare to NULL nor reassign manually anymore.
@ -1285,10 +794,10 @@ Other changes:
will slightly reduce scrollbar size. Generally we tried to make it that window 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) 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) - 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 both current inputs state and queued events (e.g. when using blocking native
dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()). 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 (what now obsoleted io.ClearInputCharacters() did), as this is effectively the
desirable behavior. desirable behavior.
- Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable - Misc: Added IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION config macro to disable

View File

@ -35,13 +35,46 @@ At shutdown:
call ImGui::DestroyContext() call ImGui::DestroyContext()
``` ```
Main resource: 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)):
- 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.
Additional resources: ```cpp
- Read FAQ at https://www.dearimgui.com/faq // Create a Dear ImGui context, setup some options
- Read 'PROGRAMMER GUIDE' section in imgui.cpp. ImGui::CreateContext();
- Read the comments and instruction at the top of each file. 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) 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 files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual

View File

@ -77,9 +77,9 @@ or view this file with any Markdown viewer.
### Q: Which version should I get? ### 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. 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: You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/wiki/Docking) - [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports) - [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. Many projects are using this branch and it is kept in sync with master regularly.
@ -204,11 +204,10 @@ ctx->RSSetScissorRects(1, &r);
### Q: How can I have multiple widgets with the same label? ### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label? ### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!** **USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<table> <table>
<tr> <tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td> <td><img src="https://github.com/ocornut/imgui/assets/8225057/76eb9467-74d1-4e95-9f56-be81c6dd029d"></td>
<td> <td>
<pre lang="cpp"> <pre lang="cpp">
ImGui::Begin("Incorrect!"); ImGui::Begin("Incorrect!");
@ -640,7 +639,7 @@ 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). 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. 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 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) ##### [Return to Index](#index)
@ -655,7 +654,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery) - [Gallery](https://github.com/ocornut/imgui/issues/7503)
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -701,7 +700,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?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/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index) ##### [Return to Index](#index)

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. ### (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. 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.
![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
Some solutions: Some solutions:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss. - 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.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). - 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) ##### [Return to Index](#index)
--------------------------------------- ---------------------------------------

View File

@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_ <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 [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [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) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | | [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [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) |
@ -22,7 +22,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
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 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. 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. **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: After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
```cpp ```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)). 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. 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). 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/7503)!
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
@ -162,7 +162,7 @@ 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. 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/)). For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawable 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. 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.
@ -170,11 +170,11 @@ Private support is available for paying business customers (E-mail: _contact @ d
**Which version should I get?** **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?** **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), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)!
How to help How to help
----------- -----------

View File

@ -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: 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) - 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: 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: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: 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: 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) - 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: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816) - input text: 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: 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 - 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) - (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool. - 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: 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) - 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: 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) - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch) - listbox: multiple selection (WIP range-select branch)
@ -171,14 +173,15 @@ 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: 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: 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: 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). - 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: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global) - shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save" - shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts,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) - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
@ -189,11 +192,11 @@ 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?) - 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: 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: 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 - 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: 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: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447) - style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@ -274,6 +277,7 @@ 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: 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? - 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: 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: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - nav: 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 +317,8 @@ 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: 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: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api? - 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: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo - demo: add vertical separator demo
@ -333,7 +338,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - backends: 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: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add 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.

View File

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

View File

@ -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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();

View File

@ -85,7 +85,7 @@ int main(int, char**)
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif #endif
ImGui_ImplOpenGL3_Init(glsl_version); 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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

View File

@ -25,7 +25,7 @@
// Volk headers // Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION #define VOLK_IMPLEMENTATION
#include <volk.h> #include <Volk/volk.h>
#endif #endif
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
@ -485,19 +485,17 @@ int main(int, char**)
glfwPollEvents(); glfwPollEvents();
// Resize swap chain? // Resize swap chain?
int fb_width, fb_height; if (g_SwapChainRebuild)
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)) int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width > 0 && height > 0)
{ {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
} }
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
} }
// Start the Dear ImGui frame // Start the Dear ImGui frame

View File

@ -27,12 +27,6 @@ set(IMGUI_DIR ../../)
# Libraries # Libraries
if(EMSCRIPTEN) 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) set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else() else()
@ -79,11 +73,6 @@ add_executable(example_glfw_wgpu
${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.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 target_include_directories(example_glfw_wgpu PUBLIC
${IMGUI_DIR} ${IMGUI_DIR}
${IMGUI_DIR}/backends ${IMGUI_DIR}/backends
@ -93,15 +82,9 @@ target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES})
# Emscripten settings # Emscripten settings
if(EMSCRIPTEN) if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(example_glfw_wgpu PUBLIC
"${IMGUI_EMSCRIPTEN_GLFW3}"
)
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
target_link_options(example_glfw_wgpu PRIVATE target_link_options(example_glfw_wgpu PRIVATE
"-sUSE_WEBGPU=1" "-sUSE_WEBGPU=1"
"${IMGUI_EMSCRIPTEN_GLFW3}" "-sUSE_GLFW=3"
"-sWASM=1" "-sWASM=1"
"-sALLOW_MEMORY_GROWTH=1" "-sALLOW_MEMORY_GROWTH=1"
"-sNO_EXIT_RUNTIME=0" "-sNO_EXIT_RUNTIME=0"

View File

@ -101,7 +101,7 @@ int main(int, char**)
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true); ImGui_ImplGlfw_InitForOther(window, true);
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif #endif
ImGui_ImplWGPU_InitInfo init_info; ImGui_ImplWGPU_InitInfo init_info;
init_info.Device = wgpu_device; init_info.Device = wgpu_device;
@ -151,11 +151,6 @@ 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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
{
ImGui_ImplGlfw_Sleep(10);
continue;
}
// React to changes in screen size // React to changes in screen size
int width, height; int width, height;

View File

@ -1,6 +1,6 @@
# #
# Cross Platform Makefile # 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! # 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. # 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(); CreateRenderTarget();
} }
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame(); 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)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame(); 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)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

View File

@ -47,7 +47,7 @@ int main(int, char**)
if (renderer == nullptr) if (renderer == nullptr)
{ {
SDL_Log("Error creating SDL_Renderer!"); SDL_Log("Error creating SDL_Renderer!");
return -1; return 0;
} }
//SDL_RendererInfo info; //SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &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)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame(); ImGui_ImplSDLRenderer2_NewFrame();

View File

@ -24,7 +24,7 @@
// Volk headers // Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#define VOLK_IMPLEMENTATION #define VOLK_IMPLEMENTATION
#include <volk.h> #include <Volk/volk.h>
#endif #endif
//#define APP_USE_UNLIMITED_FRAME_RATE //#define APP_USE_UNLIMITED_FRAME_RATE
@ -492,22 +492,20 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Resize swap chain? // Resize swap chain?
int fb_width, fb_height; if (g_SwapChainRebuild)
SDL_GetWindowSize(window, &fb_width, &fb_height); {
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) int width, height;
SDL_GetWindowSize(window, &width, &height);
if (width > 0 && height > 0)
{ {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
} }
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame(); ImGui_ImplVulkan_NewFrame();

View File

@ -37,9 +37,9 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs` LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
CXXFLAGS += `pkg-config sdl3 --cflags` CXXFLAGS += `sdl3-config --cflags`
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -48,7 +48,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `pkg-config sdl3 --cflags` CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif

View File

@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly: Use build_win32.bat or directly:
``` ```
set SDL3_DIR=path_to_your_sdl3_folder set SDL2_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit: # or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
``` ```
## Linux and similar Unixes ## Linux and similar Unixes

View File

@ -27,7 +27,7 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
{ {
printf("Error: SDL_Init(): %s\n", SDL_GetError()); printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1; return -1;
@ -57,6 +57,9 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif #endif
// Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
// Create window with graphics context // Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@ -136,11 +139,6 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
@ -201,7 +199,7 @@ int main(int, char**)
ImGui_ImplSDL3_Shutdown(); ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
SDL_GL_DestroyContext(gl_context); SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();

View File

@ -26,9 +26,9 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS += -ldl `pkg-config sdl3 --libs` LIBS += -ldl `sdl3-config --libs`
CXXFLAGS += `pkg-config sdl3 --cflags` CXXFLAGS += `sdl3-config --cflags`
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `pkg-config sdl3 --cflags` CXXFLAGS += `sdl3-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif

View File

@ -25,12 +25,15 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
{ {
printf("Error: SDL_Init(): %s\n", SDL_GetError()); printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1; return -1;
} }
// Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
// Create window with SDL_Renderer graphics context // Create window with SDL_Renderer graphics context
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
@ -111,11 +114,6 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame(); ImGui_ImplSDLRenderer3_NewFrame();
@ -162,14 +160,11 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w); 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); SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup // Cleanup
ImGui_ImplSDLRenderer3_Shutdown(); ImGui_ImplSDLRenderer3_Shutdown();

View File

@ -1,8 +0,0 @@
@REM Build for MINGW64 or 32 from MSYS2.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=-I../.. -I../../backends
@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp
@set LIBS=-lopengl32 -lgdi32 -ldwmapi
mkdir %OUT_DIR%
g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS%

View File

@ -108,11 +108,6 @@ int main(int, char**)
} }
if (done) if (done)
break; break;
if (::IsIconic(hwnd))
{
::Sleep(10);
continue;
}
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();

View File

@ -29,10 +29,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "ex
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32 Debug|Win32 = Debug|Win32
@ -145,22 +141,6 @@ Global
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32 {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64 {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64 {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.Build.0 = Debug|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.ActiveCfg = Release|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|Win32.Build.0 = Release|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.ActiveCfg = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Release|x64.Build.0 = Release|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.ActiveCfg = Debug|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|Win32.Build.0 = Debug|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.ActiveCfg = Debug|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Debug|x64.Build.0 = Debug|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.ActiveCfg = Release|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

View File

@ -17,21 +17,20 @@
// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. // - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
// This worked, but it made us lose all the nice things we had... // This worked, but it made us lose all the nice things we had...
// Since only about 4 examples really need to run with Emscripten, here's our solution: // Since only about 3 examples really need to run with Emscripten, here's our solution:
// - Use some weird macros and capturing lambda to turn a loop in main() into a function. // - Use some weird macros and capturing lambda to turn a loop in main() into a function.
// - Hide all that crap in this file so it doesn't make our examples unusually ugly. // - Hide all that crap in this file so it doesn't make our examples unusually ugly.
// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't // As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
// want to suggest to the newcomer that we would ever use C++ headers as this would affect // want to suggest to the newcomer that we would ever use C++ headers as this would affect
// the initial judgment of many of our target audience. // the initial judgment of many of our target audience.
// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ // - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
// - The do { } while (0) is to allow our code calling continue in the main loop.
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <functional> #include <functional>
static std::function<void()> MainLoopForEmscriptenP; static std::function<void()> MainLoopForEmscriptenP;
static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do #define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]()
#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) #define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
#else #else
#define EMSCRIPTEN_MAINLOOP_BEGIN #define EMSCRIPTEN_MAINLOOP_BEGIN
#define EMSCRIPTEN_MAINLOOP_END #define EMSCRIPTEN_MAINLOOP_END

View File

@ -21,11 +21,10 @@
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export //#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import //#define IMGUI_API __declspec( dllimport )
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@ -43,7 +42,6 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
@ -51,9 +49,6 @@
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience //---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. // May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,4 @@
// dear imgui, v1.91.3 // dear imgui, v1.90.7
// (drawing and font code) // (drawing and font code)
/* /*
@ -211,13 +211,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -227,7 +225,6 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
@ -274,13 +271,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -290,7 +285,6 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -338,13 +332,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@ -354,7 +346,6 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -526,6 +517,7 @@ void ImDrawList::_OnChangedClipRect()
CmdBuffer.pop_back(); CmdBuffer.pop_back();
return; return;
} }
curr_cmd->ClipRect = _CmdHeader.ClipRect; curr_cmd->ClipRect = _CmdHeader.ClipRect;
} }
@ -548,6 +540,7 @@ void ImDrawList::_OnChangedTextureID()
CmdBuffer.pop_back(); CmdBuffer.pop_back();
return; return;
} }
curr_cmd->TextureId = _CmdHeader.TextureId; curr_cmd->TextureId = _CmdHeader.TextureId;
} }
@ -623,15 +616,6 @@ void ImDrawList::PopTextureID()
_OnChangedTextureID(); _OnChangedTextureID();
} }
// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID().
void ImDrawList::_SetTextureID(ImTextureID texture_id)
{
if (_CmdHeader.TextureId == texture_id)
return;
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices. // Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or // You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. // submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
@ -2499,14 +2483,13 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{ {
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); IM_ASSERT(font_cfg->SizePixels > 0.0f);
IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
// Create new font // Create new font
if (!font_cfg->MergeMode) if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont)); Fonts.push_back(IM_NEW(ImFont));
else else
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg); ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back(); ImFontConfig& new_font_cfg = ConfigData.back();
@ -2823,9 +2806,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{ {
// Check for valid range. This may also help detect *some* dangling pointers, because a common // Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
// or to forget to zero-terminate the glyph range array. IM_ASSERT(src_range[0] <= src_range[1]);
IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
} }
dst_tmp.SrcCount++; dst_tmp.SrcCount++;

File diff suppressed because it is too large Load Diff

View File

@ -1,4 +1,4 @@
// dear imgui, v1.91.3 // dear imgui, v1.90.7
// (tables and columns code) // (tables and columns code)
/* /*
@ -328,7 +328,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
const ImVec2 avail_size = GetContentRegionAvail(); const ImVec2 avail_size = GetContentRegionAvail();
const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
@ -412,8 +412,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
SetNextWindowScroll(ImVec2(0.0f, 0.0f)); SetNextWindowScroll(ImVec2(0.0f, 0.0f));
// Create scrolling region (without border and zero window padding) // Create scrolling region (without border and zero window padding)
ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags);
table->InnerWindow = g.CurrentWindow; table->InnerWindow = g.CurrentWindow;
table->WorkRect = table->InnerWindow->WorkRect; table->WorkRect = table->InnerWindow->WorkRect;
table->OuterRect = table->InnerWindow->Rect(); table->OuterRect = table->InnerWindow->Rect();
@ -437,7 +437,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// For non-scrolling tables, WorkRect == OuterRect == InnerRect. // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
} }
// Push a standardized ID for both child-using and not-child-using tables // Push a standardized ID for both child-using and not-child-using tables
@ -460,27 +459,16 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
// Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
// problem only affect scrolling tables in this case we can get away with doing it without extra cost). // problem only affect scrolling tables in this case we can get away with doing it without extra cost).
if (inner_window != outer_window) if (inner_window != outer_window)
{ {
// FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
// it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
// different x/y values to BeginChild().
if (flags & ImGuiTableFlags_BordersOuterV) if (flags & ImGuiTableFlags_BordersOuterV)
{
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
if (inner_window->DecoOuterSizeX2 == 0.0f)
table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x);
}
if (flags & ImGuiTableFlags_BordersOuterH) if (flags & ImGuiTableFlags_BordersOuterH)
{
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
if (inner_window->DecoOuterSizeY2 == 0.0f)
table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y);
}
} }
// Padding and Spacing // Padding and Spacing
@ -508,7 +496,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
table->InnerClipRect.ClipWithFull(table->HostClipRect); table->InnerClipRect.ClipWithFull(table->HostClipRect);
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y;
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
@ -866,7 +854,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
// Combine width from regular rows + width from headers unless requested not to. // Combine width from regular rows + width from headers unless requested not to.
if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) if (!column->IsPreserveWidthAuto)
column->WidthAuto = TableGetColumnWidthAuto(table, column); column->WidthAuto = TableGetColumnWidthAuto(table, column);
// Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
@ -1070,12 +1058,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
continue; continue;
} }
// Detect hovered column
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
// Lock start position // Lock start position
column->MinX = offset_x; column->MinX = offset_x;
// Lock width based on start position and minimum/maximum width for this position // Lock width based on start position and minimum/maximum width for this position
column->WidthMax = TableCalcMaxColumnWidth(table, column_n); float max_width = TableGetMaxColumnWidth(table, column_n);
column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); column->WidthGiven = ImMin(column->WidthGiven, max_width);
column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
@ -1124,13 +1116,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->Flags |= ImGuiTableColumnFlags_IsVisible; column->Flags |= ImGuiTableColumnFlags_IsVisible;
if (column->SortOrder != -1) if (column->SortOrder != -1)
column->Flags |= ImGuiTableColumnFlags_IsSorted; column->Flags |= ImGuiTableColumnFlags_IsSorted;
if (table->HoveredColumnBody == column_n)
// Detect hovered column
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
{
column->Flags |= ImGuiTableColumnFlags_IsHovered; column->Flags |= ImGuiTableColumnFlags_IsHovered;
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
}
// Alignment // Alignment
// FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
@ -1261,7 +1248,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
if (table->Flags & ImGuiTableFlags_NoClip) if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
else else
inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
} }
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() // Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
@ -1484,9 +1471,7 @@ void ImGui::EndTable()
{ {
short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently. inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
g.CurrentTable = NULL; // To avoid error recovery recursing
EndChild(); EndChild();
g.CurrentTable = table;
inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
} }
else else
@ -1505,13 +1490,9 @@ void ImGui::EndTable()
} }
else if (temp_data->UserOuterSize.x <= 0.0f) else if (temp_data->UserOuterSize.x <= 0.0f)
{ {
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags. outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback. outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
} }
else else
{ {
@ -1519,9 +1500,9 @@ void ImGui::EndTable()
} }
if (temp_data->UserOuterSize.y <= 0.0f) if (temp_data->UserOuterSize.y <= 0.0f)
{ {
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f; const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size)); outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
} }
else else
{ {
@ -2010,20 +1991,18 @@ void ImGui::TableEndRow(ImGuiTable* table)
// We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and
// get the new cursor position. // get the new cursor position.
if (unfreeze_rows_request) if (unfreeze_rows_request)
{
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
if (unfreeze_rows_actual) if (unfreeze_rows_actual)
{ {
IM_ASSERT(table->IsUnfrozenRows == false); IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true; table->IsUnfrozenRows = true;
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
@ -2041,7 +2020,6 @@ void ImGui::TableEndRow(ImGuiTable* table)
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
} }
}
if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
table->RowBgColorCounter++; table->RowBgColorCounter++;
@ -2209,8 +2187,8 @@ void ImGui::TableEndCell(ImGuiTable* table)
// Note that actual columns widths are computed in TableUpdateLayout(). // Note that actual columns widths are computed in TableUpdateLayout().
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis.
float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n)
{ {
const ImGuiTableColumn* column = &table->Columns[column_n]; const ImGuiTableColumn* column = &table->Columns[column_n];
float max_width = FLT_MAX; float max_width = FLT_MAX;
@ -2272,7 +2250,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
// Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
IM_ASSERT(table->MinColumnWidth > 0.0f); IM_ASSERT(table->MinColumnWidth > 0.0f);
const float min_width = table->MinColumnWidth; const float min_width = table->MinColumnWidth;
const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n));
column_0_width = ImClamp(column_0_width, min_width, max_width); column_0_width = ImClamp(column_0_width, min_width, max_width);
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return; return;
@ -2757,7 +2735,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
const ImU32 outer_col = table->BorderColorStrong; const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{ {
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
} }
else if (table->Flags & ImGuiTableFlags_BordersOuterV) else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{ {
@ -2817,7 +2795,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
{ {
IM_ASSERT(n < column->SortDirectionsAvailCount); IM_ASSERT(n < column->SortDirectionsAvailCount);
return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); return (column->SortDirectionsAvailList >> (n << 1)) & 0x03;
} }
// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
@ -2971,7 +2949,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
sort_spec->ColumnUserID = column->UserID; sort_spec->ColumnUserID = column->UserID;
sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; sort_spec->SortDirection = column->SortDirection;
} }
table->SortSpecs.Specs = sort_specs; table->SortSpecs.Specs = sort_specs;
@ -3021,8 +2999,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
// The intent is that advanced users willing to create customized headers would not need to use this helper // The intent is that advanced users willing to create customized headers would not need to use this helper
// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. // and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
// This code is intentionally written to not make much use of internal functions, to give you better direction // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
// if you need to write your own.
// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
void ImGui::TableHeadersRow() void ImGui::TableHeadersRow()
{ {
@ -3030,8 +3007,7 @@ void ImGui::TableHeadersRow()
ImGuiTable* table = g.CurrentTable; ImGuiTable* table = g.CurrentTable;
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
// Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout)
// it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
if (!table->IsLayoutLocked) if (!table->IsLayoutLocked)
TableUpdateLayout(table); TableUpdateLayout(table);
@ -3048,7 +3024,8 @@ void ImGui::TableHeadersRow()
if (!TableSetColumnIndex(column_n)) if (!TableSetColumnIndex(column_n))
continue; continue;
// Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)
// In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.
const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
PushID(column_n); PushID(column_n);
TableHeader(name); TableHeader(name);
@ -3287,7 +3264,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
ButtonBehavior(row_r, row_id, NULL, NULL); ButtonBehavior(row_r, row_id, NULL, NULL);
KeepAliveID(row_id); KeepAliveID(row_id);
const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better const float ascent_scaled = g.Font->Ascent * (g.FontSize / g.Font->FontSize); // FIXME: Standardize those scaling factors better
const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
const ImVec2 align = g.Style.TableAngledHeadersTextAlign; const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
@ -3489,7 +3466,7 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
Separator(); Separator();
want_separator = true; want_separator = true;
PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{ {
ImGuiTableColumn* other_column = &table->Columns[other_column_n]; ImGuiTableColumn* other_column = &table->Columns[other_column_n];
@ -4411,7 +4388,7 @@ void ImGui::EndColumns()
{ {
ButtonBehavior(column_hit_rect, column_id, &hovered, &held); ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held) if (hovered || held)
SetMouseCursor(ImGuiMouseCursor_ResizeEW); g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
dragging_column = n; dragging_column = n;
} }
@ -4443,12 +4420,12 @@ void ImGui::EndColumns()
NavUpdateCurrentWindowIsScrollPushableX(); NavUpdateCurrentWindowIsScrollPushableX();
} }
void ImGui::Columns(int columns_count, const char* id, bool borders) void ImGui::Columns(int columns_count, const char* id, bool border)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1); IM_ASSERT(columns_count >= 1);
ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder);
//flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
ImGuiOldColumns* columns = window->DC.CurrentColumns; ImGuiOldColumns* columns = window->DC.CurrentColumns;
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)

File diff suppressed because it is too large Load Diff

View File

@ -3,8 +3,6 @@
// Those changes would need to be pushed into nothings/stb: // Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
// - Added name to struct or it may be forward declared in our code.
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
// Grep for [DEAR IMGUI] to find the changes. // Grep for [DEAR IMGUI] to find the changes.
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
@ -211,7 +209,6 @@
// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) // int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) // void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len)
// //
// Each of these functions potentially updates the string and updates the // Each of these functions potentially updates the string and updates the
// state. // state.
@ -246,12 +243,7 @@
// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
// anything other type you want before including. // anything other type you wante before including.
// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
// transformed into text and stb_textedit_text() is automatically called.
//
// text: [DEAR IMGUI] added 2024-09
// call this to text inputs sent to the textfield.
// //
// //
// When rendering, you can read the cursor position and selection state from // When rendering, you can read the cursor position and selection state from
@ -326,7 +318,7 @@ typedef struct
int undo_char_point, redo_char_point; int undo_char_point, redo_char_point;
} StbUndoState; } StbUndoState;
typedef struct STB_TexteditState typedef struct
{ {
///////////////////// /////////////////////
// //
@ -446,13 +438,13 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
if (x < r.x1) { if (x < r.x1) {
// search characters in row for one that straddles 'x' // search characters in row for one that straddles 'x'
prev_x = r.x0; prev_x = r.x0;
for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { for (k=0; k < r.num_chars; ++k) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k); float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) { if (x < prev_x+w) {
if (x < prev_x+w/2) if (x < prev_x+w/2)
return k+i; return k+i;
else else
return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); return k+i+1;
} }
prev_x += w; prev_x += w;
} }
@ -571,7 +563,7 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
// now scan to find xpos // now scan to find xpos
find->x = r.x0; find->x = r.x0;
for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) for (i=0; first+i < n; ++i)
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
} }
@ -648,17 +640,6 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
} }
} }
// [DEAR IMGUI]
// Functions must be implemented for UTF8 support
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1)
#endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1)
#endif
#ifdef STB_TEXTEDIT_IS_SPACE #ifdef STB_TEXTEDIT_IS_SPACE
static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
{ {
@ -739,44 +720,36 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
#define STB_TEXTEDIT_KEYTYPE int #define STB_TEXTEDIT_KEYTYPE int
#endif #endif
// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
{
// can't add newline in single-line mode
if (text[0] == '\n' && state->single_line)
return;
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
state->cursor += text_len;
state->has_preferred_x = 0;
}
}
else {
stb_textedit_delete_selection(str, state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
stb_text_makeundo_insert(state, state->cursor, text_len);
state->cursor += text_len;
state->has_preferred_x = 0;
}
}
}
// API key: process a keyboard input // API key: process a keyboard input
static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
{ {
retry: retry:
switch (key) { switch (key) {
default: { default: {
#ifdef STB_TEXTEDIT_KEYTOTEXT
int c = STB_TEXTEDIT_KEYTOTEXT(key); int c = STB_TEXTEDIT_KEYTOTEXT(key);
if (c > 0) { if (c > 0) {
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c;
stb_textedit_text(str, state, &ch, 1);
// can't add newline in single-line mode
if (c == '\n' && state->single_line)
break;
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
++state->cursor;
state->has_preferred_x = 0;
}
} else {
stb_textedit_delete_selection(str,state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
state->has_preferred_x = 0;
}
}
} }
#endif
break; break;
} }
@ -802,7 +775,7 @@ retry:
stb_textedit_move_to_first(state); stb_textedit_move_to_first(state);
else else
if (state->cursor > 0) if (state->cursor > 0)
state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); --state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@ -811,7 +784,7 @@ retry:
if (STB_TEXT_HAS_SELECTION(state)) if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state); stb_textedit_move_to_last(str, state);
else else
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); ++state->cursor;
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@ -821,7 +794,7 @@ retry:
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
// move selection left // move selection left
if (state->select_end > 0) if (state->select_end > 0)
state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); --state->select_end;
state->cursor = state->select_end; state->cursor = state->select_end;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@ -871,7 +844,7 @@ retry:
case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
// move selection right // move selection right
state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); ++state->select_end;
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
state->cursor = state->select_end; state->cursor = state->select_end;
state->has_preferred_x = 0; state->has_preferred_x = 0;
@ -927,7 +900,7 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); ++state->cursor;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
@ -989,7 +962,7 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); ++state->cursor;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
@ -1017,7 +990,7 @@ retry:
else { else {
int n = STB_TEXTEDIT_STRINGLEN(str); int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->cursor < n) if (state->cursor < n)
stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); stb_textedit_delete(str, state, state->cursor, 1);
} }
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@ -1029,9 +1002,8 @@ retry:
else { else {
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
if (state->cursor > 0) { if (state->cursor > 0) {
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); stb_textedit_delete(str, state, state->cursor-1, 1);
stb_textedit_delete(str, state, prev, state->cursor - prev); --state->cursor;
state->cursor = prev;
} }
} }
state->has_preferred_x = 0; state->has_preferred_x = 0;

View File

@ -357,7 +357,7 @@ namespace
case FT_PIXEL_MODE_BGRA: case FT_PIXEL_MODE_BGRA:
{ {
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
#define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) #define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f)
if (multiply_table == nullptr) if (multiply_table == nullptr)
{ {
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
@ -480,9 +480,8 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{ {
// Check for valid range. This may also help detect *some* dangling pointers, because a common // Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
// or to forget to zero-terminate the glyph range array. IM_ASSERT(src_range[0] <= src_range[1]);
IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
} }
dst_tmp.SrcCount++; dst_tmp.SrcCount++;

View File

@ -19,7 +19,7 @@ if (NOT TARGET libwebp)
FetchContent_Declare(libwebp FetchContent_Declare(libwebp
GIT_REPOSITORY https://github.com/webmproject/libwebp GIT_REPOSITORY https://github.com/webmproject/libwebp
GIT_TAG v1.4.0 GIT_TAG v1.3.2
FIND_PACKAGE_ARGS FIND_PACKAGE_ARGS
) )
FetchContent_MakeAvailable(libwebp) FetchContent_MakeAvailable(libwebp)

View File

@ -16,17 +16,7 @@ if (NOT TARGET SDL3::SDL3)
# made changes that break imgui release 1.90.6 # made changes that break imgui release 1.90.6
#GIT_TAG 1103294d33f47ab4c697bb22a9cf27c79c658630 # tip 15-05-2024 #GIT_TAG 1103294d33f47ab4c697bb22a9cf27c79c658630 # tip 15-05-2024
#GIT_TAG aacafd62336363077470f678b6217214b3b49473 # tip 28-05-2024 #GIT_TAG aacafd62336363077470f678b6217214b3b49473 # tip 28-05-2024
#GIT_TAG 5fa9432b7d1c1722de93e1ab46e7a9569a47071e # tip 27-05-2024 - before changes made breaking sdl_image GIT_TAG 5fa9432b7d1c1722de93e1ab46e7a9569a47071e # tip 27-05-2024 - before changes made breaking sdl_image
#GIT_TAG 9651ca59187c16079846918483c40d6b5c2f454c # tip 09-06-2024
#GIT_TAG 657c0135b1ff1685afa1bad63b0417d92f4bcb46 # tip 09-06-2024
#GIT_TAG d65a8146b950abe31b4fbf779f3e2fea731af9bd # tip 16-07-2024 - before string policy changes breaking imgui
#GIT_TAG e949f12f63cdfcef4bdf456936ee676e0a3f9de6 # tip 18-07-2024 - broke bmp surface (before too)
#GIT_TAG 67b973b5fad633b3be76d4daf4fd9fece292c25f # tip 29-07-2024
#GIT_TAG 6e885d96193a4b0096fe7fed6d4e6c3e5f247283 # tip 09-09-2024
#GIT_TAG 9dd8859240703d886941733ad32c1dc6f50d64f0 # tip 19-09-2024
#GIT_TAG afdf325fb4090e93a124519d1a3bc1fbe0ba9025 # bad
#GIT_TAG e292d1f5ace469f718d7b6b4dec8c28e37dcaa0e # tip 05-10-2024 (3.1.3)
GIT_TAG 2654d5d48b8f764148a7c246fea85b32b1133578 # tip 18-10-2024
FIND_PACKAGE_ARGS # for the future FIND_PACKAGE_ARGS # for the future
) )

View File

@ -5,25 +5,19 @@ include(FetchContent)
if (NOT TARGET SDL3_image::SDL3_image) if (NOT TARGET SDL3_image::SDL3_image)
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE) set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
# TODO: make pr to make this an option # TODO: make pr to make this an option
set(SDLIMAGE_BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE) set(SDL3IMAGE_BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(SDLIMAGE_BACKEND_STB OFF CACHE BOOL "" FORCE) # important for security set(SDL3IMAGE_BACKEND_STB OFF CACHE BOOL "" FORCE) # important for security
set(SDLIMAGE_BACKEND_IMAGEIO OFF CACHE BOOL "" FORCE) # some funky apple cmake bug set(SDL3IMAGE_BACKEND_IMAGEIO OFF CACHE BOOL "" FORCE) # some funky apple cmake bug
#set(SDLIMAGE_JXL ON CACHE BOOL "" FORCE) # default to off #set(SDL3IMAGE_JXL ON CACHE BOOL "" FORCE) # default to off
set(SDLIMAGE_QOI OFF CACHE BOOL "" FORCE) # we have our own set(SDL3IMAGE_QOI OFF CACHE BOOL "" FORCE) # we have our own
set(SDLIMAGE_WEBP OFF CACHE BOOL "" FORCE) # we have our own set(SDL3IMAGE_WEBP OFF CACHE BOOL "" FORCE) # we have our own
FetchContent_Declare(SDL3_image FetchContent_Declare(SDL3_image
GIT_REPOSITORY https://github.com/libsdl-org/SDL_image GIT_REPOSITORY https://github.com/libsdl-org/SDL_image
# waiting on the imgui pr to get merged so i can update sdl <.< # waiting on the imgui pr to get merged so i can update sdl <.<
#GIT_TAG a45d6e5b84ccc0f3faae6ba7d561709ed600eee7 # tip last check #GIT_TAG a45d6e5b84ccc0f3faae6ba7d561709ed600eee7 # tip last check
#GIT_TAG a34ccf16f961e6d5a480045eb650fc3dddb4bfaa # tip 14-05-2024 #GIT_TAG a34ccf16f961e6d5a480045eb650fc3dddb4bfaa # tip 14-05-2024
#GIT_TAG 2fc5310a9a2700fc856663200f94edebeb5e554a # tip 28-05-2024 GIT_TAG 2fc5310a9a2700fc856663200f94edebeb5e554a # tip 28-05-2024
#GIT_TAG 8eff782fa33d795c9ea1ac42dbe7e17cc9874c78 # tip 09-06-2024
#GIT_TAG 8abc07df88cc035997e797967ac2f479b0e50981 # tip 18-07-2024
#GIT_TAG 2a27018eda394a4e005cd8ba6bb3bfd0298809c7 # tip 29-07-2024
#GIT_TAG c1b272450d306db3845086cc231acae736b92f4f # tip 09-09-2024
#GIT_TAG b56e6c4d1a1c03b3904a8ad21f1fa73c651ffbfc # tip 17-09-2024
GIT_TAG 6f4584340b9b78542d11bf0232a1a0862de1f0a9 # tip 25-09-2024
FIND_PACKAGE_ARGS # for the future FIND_PACKAGE_ARGS # for the future
) )
FetchContent_MakeAvailable(SDL3_image) FetchContent_MakeAvailable(SDL3_image)

@ -1 +1 @@
Subproject commit 2401079c1daaa4b8fdae378a8cad8d429c619565 Subproject commit e8b069c803e81152c538c87c28a891717099b269

@ -1 +1 @@
Subproject commit 3e6c857c8ad509a94e5a309a5061c5729fbcc439 Subproject commit f03c4b12109489b0636d4ac84b457c9b7c59a5b3

@ -1 +1 @@
Subproject commit c5ee5ac3f9f0f9239d8b05be9c2d392f439dfa30 Subproject commit e574c4f7798ab8529879fb9f58795ac3c346daf6

@ -1 +1 @@
Subproject commit ed640ba08cf8452e202ed567cad48ad396b8e1db Subproject commit be24b3815bdf4d503a2db15ffaefc8cba7f2fce8

@ -1 +1 @@
Subproject commit 54cd23433df4acedede51e932f27d16fe4f35548 Subproject commit ade1b4ea74d07200df96537de53c9402a6caf9fe

@ -1 +1 @@
Subproject commit cd196562aff9b39e11a415bfb7a33f2066bf86c4 Subproject commit 676e50c61aa7dd816dca846fd06493d2e3ae4aab

@ -1 +1 @@
Subproject commit 727c341899a82c911a27a5cac6d09bb23ce06b1d Subproject commit 7cd6a2b0de13820a75b9028ae90595cd48a2231c

@ -1 +1 @@
Subproject commit a38c3a33055e91c9d9ceed507c0e3c2f63dc7fa4 Subproject commit 4bda751f76be8e0028977ee918c9ba649bcf6d2d

View File

@ -24,10 +24,10 @@ library | lastest version | category | LoC | description
--------------------- | ---- | -------- | --- | -------------------------------- --------------------- | ---- | -------- | --- | --------------------------------
**[stb_vorbis.c](stb_vorbis.c)** | 1.22 | audio | 5584 | decode ogg vorbis files from file/memory to float/16-bit signed output **[stb_vorbis.c](stb_vorbis.c)** | 1.22 | audio | 5584 | decode ogg vorbis files from file/memory to float/16-bit signed output
**[stb_hexwave.h](stb_hexwave.h)** | 0.5 | audio | 680 | audio waveform synthesizer **[stb_hexwave.h](stb_hexwave.h)** | 0.5 | audio | 680 | audio waveform synthesizer
**[stb_image.h](stb_image.h)** | 2.30 | graphics | 7988 | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC **[stb_image.h](stb_image.h)** | 2.29 | graphics | 7985 | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
**[stb_truetype.h](stb_truetype.h)** | 1.26 | graphics | 5079 | parse, decode, and rasterize characters from truetype fonts **[stb_truetype.h](stb_truetype.h)** | 1.26 | graphics | 5077 | parse, decode, and rasterize characters from truetype fonts
**[stb_image_write.h](stb_image_write.h)** | 1.16 | graphics | 1724 | image writing to disk: PNG, TGA, BMP **[stb_image_write.h](stb_image_write.h)** | 1.16 | graphics | 1724 | image writing to disk: PNG, TGA, BMP
**[stb_image_resize2.h](stb_image_resize2.h)** | 2.09 | graphics | 10561 | resize images larger/smaller with good quality **[stb_image_resize2.h](stb_image_resize2.h)** | 2.04 | graphics | 10325 | resize images larger/smaller with good quality
**[stb_rect_pack.h](stb_rect_pack.h)** | 1.01 | graphics | 623 | simple 2D rectangle packer with decent quality **[stb_rect_pack.h](stb_rect_pack.h)** | 1.01 | graphics | 623 | simple 2D rectangle packer with decent quality
**[stb_perlin.h](stb_perlin.h)** | 0.5 | graphics | 428 | perlin's revised simplex noise w/ different seeds **[stb_perlin.h](stb_perlin.h)** | 0.5 | graphics | 428 | perlin's revised simplex noise w/ different seeds
**[stb_ds.h](stb_ds.h)** | 0.67 | utility | 1895 | typesafe dynamic array and hash tables for C, will compile in C++ **[stb_ds.h](stb_ds.h)** | 0.67 | utility | 1895 | typesafe dynamic array and hash tables for C, will compile in C++
@ -38,14 +38,14 @@ library | lastest version | category | LoC | description
**[stb_easy_font.h](stb_easy_font.h)** | 1.1 | 3D&nbsp;graphics | 305 | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc **[stb_easy_font.h](stb_easy_font.h)** | 1.1 | 3D&nbsp;graphics | 305 | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc
**[stb_tilemap_editor.h](stb_tilemap_editor.h)** | 0.42 | game&nbsp;dev | 4187 | embeddable tilemap editor **[stb_tilemap_editor.h](stb_tilemap_editor.h)** | 0.42 | game&nbsp;dev | 4187 | embeddable tilemap editor
**[stb_herringbone_wa...](stb_herringbone_wang_tile.h)** | 0.7 | game&nbsp;dev | 1221 | herringbone Wang tile map generator **[stb_herringbone_wa...](stb_herringbone_wang_tile.h)** | 0.7 | game&nbsp;dev | 1221 | herringbone Wang tile map generator
**[stb_c_lexer.h](stb_c_lexer.h)** | 0.12 | parsing | 941 | simplify writing parsers for C-like languages **[stb_c_lexer.h](stb_c_lexer.h)** | 0.12 | parsing | 940 | simplify writing parsers for C-like languages
**[stb_divide.h](stb_divide.h)** | 0.94 | math | 433 | more useful 32-bit modulus e.g. "euclidean divide" **[stb_divide.h](stb_divide.h)** | 0.94 | math | 433 | more useful 32-bit modulus e.g. "euclidean divide"
**[stb_connected_comp...](stb_connected_components.h)** | 0.96 | misc | 1049 | incrementally compute reachability on grids **[stb_connected_comp...](stb_connected_components.h)** | 0.96 | misc | 1049 | incrementally compute reachability on grids
**[stb_leakcheck.h](stb_leakcheck.h)** | 0.6 | misc | 194 | quick-and-dirty malloc/free leak-checking **[stb_leakcheck.h](stb_leakcheck.h)** | 0.6 | misc | 194 | quick-and-dirty malloc/free leak-checking
**[stb_include.h](stb_include.h)** | 0.02 | misc | 295 | implement recursive #include support, particularly for GLSL **[stb_include.h](stb_include.h)** | 0.02 | misc | 295 | implement recursive #include support, particularly for GLSL
Total libraries: 21 Total libraries: 21
Total lines of C code: 51048 Total lines of C code: 50806
FAQ FAQ

View File

@ -38,7 +38,6 @@
// Contributors: // Contributors:
// Arpad Goretity (bugfix) // Arpad Goretity (bugfix)
// Alan Hickman (hex floats) // Alan Hickman (hex floats)
// github:mundusnine (bugfix)
// //
// LICENSE // LICENSE
// //
@ -563,6 +562,7 @@ int stb_c_lexer_get_token(stb_lexer *lexer)
{ {
int n = 0; int n = 0;
lexer->string = lexer->string_storage; lexer->string = lexer->string_storage;
lexer->string_len = n;
do { do {
if (n+1 >= lexer->string_storage_len) if (n+1 >= lexer->string_storage_len)
return stb__clex_token(lexer, CLEX_parse_error, p, p+n); return stb__clex_token(lexer, CLEX_parse_error, p, p+n);
@ -576,7 +576,6 @@ int stb_c_lexer_get_token(stb_lexer *lexer)
STB_C_LEX_DOLLAR_IDENTIFIER( || p[n] == '$' ) STB_C_LEX_DOLLAR_IDENTIFIER( || p[n] == '$' )
); );
lexer->string[n] = 0; lexer->string[n] = 0;
lexer->string_len = n;
return stb__clex_token(lexer, CLEX_id, p, p+n-1); return stb__clex_token(lexer, CLEX_id, p, p+n-1);
} }

View File

@ -1,4 +1,4 @@
/* stb_image - v2.30 - public domain image loader - http://nothings.org/stb /* stb_image - v2.29 - public domain image loader - http://nothings.org/stb
no warranty implied; use at your own risk no warranty implied; use at your own risk
Do this: Do this:
@ -48,7 +48,6 @@ LICENSE
RECENT REVISION HISTORY: RECENT REVISION HISTORY:
2.30 (2024-05-31) avoid erroneous gcc warning
2.29 (2023-05-xx) optimizations 2.29 (2023-05-xx) optimizations
2.28 (2023-01-29) many error fixes, security errors, just tons of stuff 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff
2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes
@ -5160,11 +5159,9 @@ static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
// non-paletted with tRNS = constant alpha. if header-scanning, we can stop now. // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now.
if (scan == STBI__SCAN_header) { ++s->img_n; return 1; } if (scan == STBI__SCAN_header) { ++s->img_n; return 1; }
if (z->depth == 16) { if (z->depth == 16) {
for (k = 0; k < s->img_n && k < 3; ++k) // extra loop test to suppress false GCC warning for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is
tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is
} else { } else {
for (k = 0; k < s->img_n && k < 3; ++k) for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger
tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger
} }
} }
break; break;

File diff suppressed because it is too large Load Diff

View File

@ -54,7 +54,7 @@
// Hou Qiming Derek Vinyard // Hou Qiming Derek Vinyard
// Rob Loach Cort Stratton // Rob Loach Cort Stratton
// Kenney Phillis Jr. Brian Costabile // Kenney Phillis Jr. Brian Costabile
// Ken Voskuil (kaesve) Yakov Galka // Ken Voskuil (kaesve)
// //
// VERSION HISTORY // VERSION HISTORY
// //
@ -4604,8 +4604,6 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
scale_y = -scale_y; scale_y = -scale_y;
{ {
// distance from singular values (in the same units as the pixel grid)
const float eps = 1./1024, eps2 = eps*eps;
int x,y,i,j; int x,y,i,j;
float *precompute; float *precompute;
stbtt_vertex *verts; stbtt_vertex *verts;
@ -4618,15 +4616,15 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;
float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));
precompute[i] = (dist < eps) ? 0.0f : 1.0f / dist; precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;
} else if (verts[i].type == STBTT_vcurve) { } else if (verts[i].type == STBTT_vcurve) {
float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;
float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;
float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;
float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
float len2 = bx*bx + by*by; float len2 = bx*bx + by*by;
if (len2 >= eps2) if (len2 != 0.0f)
precompute[i] = 1.0f / len2; precompute[i] = 1.0f / (bx*bx + by*by);
else else
precompute[i] = 0.0f; precompute[i] = 0.0f;
} else } else
@ -4691,8 +4689,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float a = 3*(ax*bx + ay*by); float a = 3*(ax*bx + ay*by);
float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);
float c = mx*ax+my*ay; float c = mx*ax+my*ay;
if (STBTT_fabs(a) < eps2) { // if a is 0, it's linear if (a == 0.0) { // if a is 0, it's linear
if (STBTT_fabs(b) >= eps2) { if (b != 0.0) {
res[num++] = -c/b; res[num++] = -c/b;
} }
} else { } else {

View File

@ -130,10 +130,6 @@ SOURCE=..\stb_image.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=..\stb_image_resize2.h
# End Source File
# Begin Source File
SOURCE=..\stb_image_write.h SOURCE=..\stb_image_write.h
# End Source File # End Source File
# Begin Source File # Begin Source File

View File

@ -8,7 +8,7 @@ extern void stb_vorbis_dumpmem(void);
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
size_t memlen; size_t memlen;
unsigned char *mem = stb_fileu("../../lib/vorbis/sample/sketch008.ogg", &memlen); unsigned char *mem = stb_fileu("c:/x/sketch008.ogg", &memlen);
int chan, samplerate; int chan, samplerate;
short *output; short *output;
int samples = stb_vorbis_decode_memory(mem, memlen, &chan, &samplerate, &output); int samples = stb_vorbis_decode_memory(mem, memlen, &chan, &samplerate, &output);

View File

@ -1,30 +1,21 @@
cmake_minimum_required(VERSION 3.13...3.16 FATAL_ERROR) cmake_minimum_required(VERSION 3.9...3.16 FATAL_ERROR)
set(EXPERIMENTAL_API ON CACHE BOOL "" FORCE) set(EXPERIMENTAL_API ON CACHE BOOL "" FORCE)
set(UNITTEST OFF CACHE BOOL "" FORCE) set(UNITTEST OFF CACHE BOOL "" FORCE)
set(BOOTSTRAP_DAEMON OFF CACHE BOOL "" FORCE) set(BOOTSTRAP_DAEMON OFF CACHE BOOL "" FORCE)
if (TOMATO_TOX_AV)
set(BUILD_TOXAV ON CACHE BOOL "" FORCE)
set(MUST_BUILD_TOXAV ON CACHE BOOL "" FORCE)
endif()
add_subdirectory(./c-toxcore) add_subdirectory(./c-toxcore)
#message("II BUILD_TOXAV: ${BUILD_TOXAV}") # the ideal case
#add_library(toxcore ALIAS toxcore_static)
# the sad case # the sad case
add_library(toxcore INTERFACE) add_library(toxcore INTERFACE)
if (TARGET toxcore_static) if (TARGET toxcore_static)
target_link_libraries(toxcore INTERFACE toxcore_static) target_link_libraries(toxcore INTERFACE toxcore_static)
# the ideal case
#add_library(toxcore ALIAS toxcore_static)
else() else()
target_link_libraries(toxcore INTERFACE toxcore_shared) target_link_libraries(toxcore INTERFACE toxcore_shared)
# the ideal case
#add_library(toxcore ALIAS toxcore_shared)
endif() endif()
# HACK: "install" api headers into binary dir # HACK: "install" api headers into binary dir
@ -73,8 +64,3 @@ elseif(sodium_FOUND)
else() else()
message(SEND_ERROR "missing libsodium") message(SEND_ERROR "missing libsodium")
endif() endif()
#if(BUILD_TOXAV)
# set_target_properties(toxcore PROPERTIES TOX_HAS_TOXAV ON)
#endif()

View File

@ -62,7 +62,7 @@ jobs:
- run: &apt_install - run: &apt_install
apt-get update && apt-get update &&
DEBIAN_FRONTEND=noninteractive DEBIAN_FRONTEND=noninteractive
apt-get install -y apt-get install -y --no-install-recommends
ca-certificates ca-certificates
clang clang
cmake cmake
@ -141,7 +141,9 @@ jobs:
- run: *apt_install - run: *apt_install
- run: - run:
apt-get install -y --no-install-recommends apt-get install -y --no-install-recommends
cpplint ca-certificates
python3-pip
- checkout - checkout
- run: git submodule update --init --recursive - run: git submodule update --init --recursive
- run: pip install cpplint
- run: other/analysis/run-cpplint - run: other/analysis/run-cpplint

View File

@ -1,6 +1,5 @@
--- ---
bazel-opt_task: bazel-opt_task:
timeout_in: 5m
container: container:
image: toxchat/toktok-stack:latest-release image: toxchat/toktok-stack:latest-release
cpu: 2 cpu: 2
@ -8,9 +7,9 @@ bazel-opt_task:
configure_script: configure_script:
- git submodule update --init --recursive - git submodule update --init --recursive
- /src/workspace/tools/inject-repo c-toxcore - /src/workspace/tools/inject-repo c-toxcore
- sed -i -e 's/build --config=remote/#&/' /src/workspace/.bazelrc.local
test_all_script: test_all_script:
- cd /src/workspace && bazel test -k - cd /src/workspace && bazel test -k
--remote_cache=http://$CIRRUS_HTTP_CACHE_HOST
--build_tag_filters=-haskell --build_tag_filters=-haskell
--test_tag_filters=-haskell --test_tag_filters=-haskell
-- --
@ -18,7 +17,6 @@ bazel-opt_task:
-//c-toxcore/auto_tests:tcp_relay_test # Cirrus doesn't allow external network connections. -//c-toxcore/auto_tests:tcp_relay_test # Cirrus doesn't allow external network connections.
bazel-dbg_task: bazel-dbg_task:
timeout_in: 5m
container: container:
image: toxchat/toktok-stack:latest-debug image: toxchat/toktok-stack:latest-debug
cpu: 2 cpu: 2
@ -28,15 +26,14 @@ bazel-dbg_task:
- /src/workspace/tools/inject-repo c-toxcore - /src/workspace/tools/inject-repo c-toxcore
test_all_script: test_all_script:
- cd /src/workspace && bazel test -k - cd /src/workspace && bazel test -k
--remote_cache=http://$CIRRUS_HTTP_CACHE_HOST
--build_tag_filters=-haskell --build_tag_filters=-haskell
--test_tag_filters=-haskell --test_tag_filters=-haskell
--remote_http_cache=http://$CIRRUS_HTTP_CACHE_HOST
-- --
//c-toxcore/... //c-toxcore/...
-//c-toxcore/auto_tests:tcp_relay_test # Cirrus doesn't allow external network connections. -//c-toxcore/auto_tests:tcp_relay_test # Cirrus doesn't allow external network connections.
cimple_task: cimple_task:
timeout_in: 5m
container: container:
image: toxchat/toktok-stack:latest-release image: toxchat/toktok-stack:latest-release
cpu: 2 cpu: 2
@ -44,18 +41,17 @@ cimple_task:
configure_script: configure_script:
- git submodule update --init --recursive - git submodule update --init --recursive
- /src/workspace/tools/inject-repo c-toxcore - /src/workspace/tools/inject-repo c-toxcore
- sed -i -e 's/build --config=remote/#&/' /src/workspace/.bazelrc.local
test_all_script: test_all_script:
- cd /src/workspace && bazel test -k - cd /src/workspace && bazel test -k
--remote_cache=http://$CIRRUS_HTTP_CACHE_HOST
--build_tag_filters=haskell --build_tag_filters=haskell
--test_tag_filters=haskell --test_tag_filters=haskell
-- --
//c-toxcore/... //c-toxcore/...
freebsd_task: freebsd_task:
timeout_in: 5m
freebsd_instance: freebsd_instance:
image_family: freebsd-14-1 image_family: freebsd-14-0
configure_script: configure_script:
- PAGER=cat ASSUME_ALWAYS_YES=YES pkg install - PAGER=cat ASSUME_ALWAYS_YES=YES pkg install
cmake cmake

Some files were not shown because too many files have changed in this diff Show More