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132 changed files with 1919 additions and 7491 deletions

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@ -101,7 +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 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
@ -146,14 +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
@ -164,7 +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 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 ${{env.BUILD_TYPE}} -t tomato
@ -182,12 +182,6 @@ jobs:
echo "name=dev-${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: |
@ -211,14 +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
@ -229,7 +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 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 ${{env.BUILD_TYPE}} -j 4 -t tomato
@ -247,12 +241,6 @@ jobs:
echo "name=dev-${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: |

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@ -75,7 +75,7 @@ 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 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
@ -122,14 +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
@ -140,7 +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

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@ -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)")

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@ -1,106 +1,109 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<!-- Replace com.test.game with the identifier of your game below, e.g. <!-- Replace com.test.game with the identifier of your game below, e.g.
com.gamemaker.game com.gamemaker.game
--> -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" <manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.libsdl.app.tomato" package="org.libsdl.app.tomato"
android:versionCode="1" android:versionCode="1"
android:versionName="1.0" android:versionName="1.0"
android:installLocation="auto"> android:installLocation="auto">
<!-- OpenGL ES 2.0 --> <!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" /> <uses-feature android:glEsVersion="0x00020000" />
<!-- Touchscreen support --> <!-- Touchscreen support -->
<uses-feature <uses-feature
android:name="android.hardware.touchscreen" android:name="android.hardware.touchscreen"
android:required="false" /> android:required="false" />
<!-- Game controller support --> <!-- Game controller support -->
<uses-feature <uses-feature
android:name="android.hardware.bluetooth" android:name="android.hardware.bluetooth"
android:required="false" /> android:required="false" />
<uses-feature <uses-feature
android:name="android.hardware.gamepad" android:name="android.hardware.gamepad"
android:required="false" /> android:required="false" />
<uses-feature <uses-feature
android:name="android.hardware.usb.host" android:name="android.hardware.usb.host"
android:required="false" /> android:required="false" />
<!-- External mouse input events --> <!-- External mouse input events -->
<uses-feature <uses-feature
android:name="android.hardware.type.pc" android:name="android.hardware.type.pc"
android:required="false" /> android:required="false" />
<!-- Audio recording support --> <!-- Audio recording support -->
<!-- if you want to capture audio, uncomment this. --> <!-- 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. --> <!-- if you want to record video, uncomment this. -->
<!-- <!--
<uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.CAMERA" />
<uses-feature android:name="android.hardware.camera" /> <uses-feature android:name="android.hardware.camera" />
--> -->
<uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.INTERNET" />
<!-- Allow downloading to the external storage on Android 5.1 and older --> <!-- Allow downloading to the external storage on Android 5.1 and older -->
<!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" /> --> <!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" /> -->
<!-- Allow access to Bluetooth devices --> <!-- Allow access to Bluetooth devices -->
<!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM --> <!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> --> <!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> --> <!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> -->
<!-- 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. --> <!-- if you want to capture audio, uncomment this. -->
<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> --> <!-- <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
then replace "SDLActivity" with the name of your class (e.g. "MyGame") then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below. in the XML below.
An example Java class can be found in README-android.md An example Java class can be found in README-android.md
--> -->
<application android:label="@string/app_name" <application android:label="@string/app_name"
android:icon="@mipmap/ic_launcher" android:icon="@mipmap/ic_launcher"
android:appCategory="social" android:appCategory="social"
android:allowBackup="true" android:allowBackup="true"
android:theme="@style/AppTheme" android:theme="@style/AppTheme"
android:hardwareAccelerated="true" > android:hardwareAccelerated="true" >
<!-- setting sdl hints. uses the string value --> <!-- setting sdl hints. uses the string value -->
<meta-data android:name="SDL_ENV.SDL_ANDROID_BLOCK_ON_PAUSE" android:value="0"/> <meta-data android:name="SDL_ENV.SDL_ANDROID_BLOCK_ON_PAUSE" android:value="0"/>
<activity android:name="TomatoActivity" <activity android:name="TomatoActivity"
android:label="@string/app_name" android:label="@string/app_name"
android:alwaysRetainTaskState="true" android:alwaysRetainTaskState="true"
android:launchMode="singleInstance" android:launchMode="singleInstance"
android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation" android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
android:preferMinimalPostProcessing="true" android:preferMinimalPostProcessing="true"
android:exported="true" android:exported="true"
> >
<intent-filter> <intent-filter>
<action android:name="android.intent.action.MAIN" /> <action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" /> <category android:name="android.intent.category.LAUNCHER" />
</intent-filter> </intent-filter>
<!-- Let Android know that we can handle some USB devices and should receive this event --> <!-- Let Android know that we can handle some USB devices and should receive this event -->
<intent-filter> <intent-filter>
<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> <!--
<action android:name="android.intent.action.VIEW" /> <intent-filter>
<category android:name="android.intent.category.DEFAULT" /> <action android:name="android.intent.action.VIEW" />
<data android:mimeType="*/*" /> <category android:name="android.intent.category.DEFAULT" />
</intent-filter> <data android:mimeType="*/*" />
</activity> </intent-filter>
</application> -->
</activity>
</application>
</manifest> </manifest>

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@ -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>

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@ -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)

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@ -3,7 +3,6 @@
## Dear ImGui artifacts ## Dear ImGui artifacts
imgui.ini imgui.ini
imgui*.ini
## General build artifacts ## General build artifacts
*.o *.o

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@ -62,8 +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

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@ -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();

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@ -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();

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@ -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();

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@ -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();

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@ -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.

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@ -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();

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@ -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)
// 2024-07-08: *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)
@ -103,11 +100,6 @@
#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.
@ -139,7 +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
@ -153,7 +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)); }
@ -343,7 +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
@ -354,7 +346,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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.
@ -365,7 +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)
@ -462,7 +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.
@ -505,7 +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
@ -561,10 +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__
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#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();
@ -585,9 +573,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window; io.ClipboardUserData = bd->Window;
#ifdef __EMSCRIPTEN__
io.PlatformOpenInShellFn = [](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,
@ -618,10 +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__)
@ -632,8 +622,8 @@ 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
@ -664,19 +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;
@ -693,7 +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;
@ -751,7 +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;
@ -825,7 +814,7 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 #ifdef __EMSCRIPTEN__
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;
@ -846,7 +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();
@ -858,24 +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
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

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@ -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

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@ -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();

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@ -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);

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@ -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)

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@ -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();

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@ -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)

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@ -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();

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@ -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);

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@ -29,7 +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)
// 2024-07-02: 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).
@ -81,7 +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)); }
}; };
@ -135,7 +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];
@ -404,9 +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;
@ -465,7 +460,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder]; [view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view); ImGui_ImplOSX_AddTrackingArea(view);
io.PlatformSetImeDataFn = [](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)

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@ -21,8 +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)
// 2024-07-02: 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)
@ -92,12 +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
@ -155,7 +150,7 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* 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)
{ {
@ -168,9 +163,8 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
} }
} }
static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{ {
IM_UNUSED(scancode);
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; case SDLK_TAB: return ImGuiKey_Tab;
@ -292,7 +286,6 @@ static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scanc
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;
} }
@ -368,7 +361,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYUP: case SDL_KEYUP:
{ {
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;
@ -404,11 +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();
@ -439,10 +428,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr; io.ClipboardUserData = nullptr;
io.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
#ifdef __EMSCRIPTEN__
io.PlatformOpenInShellFn = [](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;
@ -462,7 +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*)window;
main_viewport->PlatformHandleRaw = nullptr; main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
@ -496,13 +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)
@ -510,7 +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)
@ -518,22 +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();

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@ -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**)
// 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.
@ -21,15 +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)
// 2024-07-22: 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.
@ -84,9 +76,6 @@ struct ImGui_ImplSDL3_Data
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;
@ -118,8 +107,7 @@ 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;
} }
@ -128,15 +116,8 @@ 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_Window* window = (SDL_Window*)viewport->PlatformHandle;
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;
@ -144,36 +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();
} }
} }
static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
{ {
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; case SDLK_TAB: return ImGuiKey_Tab;
@ -207,6 +169,23 @@ static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scanc
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;
@ -226,32 +205,32 @@ static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scanc
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;
@ -278,7 +257,6 @@ static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scanc
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;
} }
@ -348,11 +326,10 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
{ {
//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.keysym.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
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:
@ -388,12 +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 = 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
} }
@ -429,7 +406,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.ClipboardUserData = nullptr; io.ClipboardUserData = nullptr;
io.PlatformSetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
// Gamepad handling // Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
@ -640,7 +617,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
{ {
ImGui_ImplSDL3_CloseGamepads(); ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0; int sdl_gamepads_count = 0;
const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++) for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{ {
@ -648,6 +625,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break; break;
} }
SDL_free(sdl_gamepads);
bd->WantUpdateGamepadsList = false; bd->WantUpdateGamepadsList = false;
} }

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**)
// 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);

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@ -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();

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@ -20,7 +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.
@ -45,10 +44,8 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data 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)); }
}; };
@ -109,28 +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.
@ -206,7 +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),

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@ -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_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();

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@ -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();

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@ -37,7 +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();

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@ -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
@ -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()

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@ -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();

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@ -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

View File

@ -35,245 +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 1.91.0 (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)
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) VERSION 1.90.8 (Released 2024-06-06)
----------------------------------------------------------------------- -----------------------------------------------------------------------
@ -1039,7 +800,7 @@ 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.
@ -1077,10 +838,10 @@ 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

@ -639,7 +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 io.PlatformSetImeDataFn() 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)

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) |
@ -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.

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@ -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" />

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@ -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);

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@ -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.
@ -485,14 +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))
{ {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); int width, height;
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); glfwGetFramebufferSize(window, &width, &height);
g_MainWindowData.FrameIndex = 0; if (width > 0 && height > 0)
g_SwapChainRebuild = false; {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
} }
// Start the Dear ImGui frame // Start the Dear ImGui frame

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@ -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()
@ -88,16 +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}"
"-DEMSCRIPTEN_USE_PORT_CONTRIB_GLFW3" # unnecessary beyond emscripten 3.1.59
)
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"

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@ -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;

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
@ -494,14 +494,17 @@ int main(int, char**)
} }
// 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))
{ {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); int width, height;
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); SDL_GetWindowSize(window, &width, &height);
g_MainWindowData.FrameIndex = 0; if (width > 0 && height > 0)
g_SwapChainRebuild = false; {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
} }
// Start the Dear ImGui frame // Start the Dear ImGui frame

View File

@ -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);
@ -196,7 +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

@ -31,6 +31,9 @@ int main(int, char**)
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);

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@ -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

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@ -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 io.PlatformOpenInShellFn() 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

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.90.8
// (headers) // (headers)
// Help: // Help:
@ -27,8 +27,8 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.0" #define IMGUI_VERSION "1.90.8"
#define IMGUI_VERSION_NUM 19100 #define IMGUI_VERSION_NUM 19080
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*
@ -39,12 +39,11 @@ Index of this file:
// [SECTION] Dear ImGui end-user API functions // [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations // [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> // [SECTION] Helpers: Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle // [SECTION] ImGuiStyle
// [SECTION] ImGuiIO // [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
@ -175,16 +174,11 @@ struct ImGuiIO; // Main configuration and I/O between your a
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage (container sorted by key) struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStoragePair; // Helper for key->value storage (pair)
struct ImGuiStyle; // Runtime data for styling/colors struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
@ -229,10 +223,8 @@ typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: f
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
@ -268,11 +260,6 @@ typedef ImWchar32 ImWchar;
typedef ImWchar16 ImWchar; typedef ImWchar16 ImWchar;
#endif #endif
// Multi-Selection item index or identifier when using BeginMultiSelect()
// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
typedef ImS64 ImGuiSelectionUserData;
// Callback and functions types // Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
@ -392,10 +379,10 @@ namespace ImGui
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
// Window manipulation // Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
@ -417,6 +404,14 @@ namespace ImGui
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling // Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
@ -440,8 +435,10 @@ namespace ImGui
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopItemFlag(); IMGUI_API void PopTabStop();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
// Parameters stacks (current window) // Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
@ -465,22 +462,19 @@ namespace ImGui
// - By "cursor" we mean the current output position. // - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND.
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend.
IMGUI_API float GetCursorPosX(); // [window-local] " IMGUI_API float GetCursorPosX(); // [window-local] "
IMGUI_API float GetCursorPosY(); // [window-local] " IMGUI_API float GetCursorPosY(); // [window-local] "
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
IMGUI_API void SetCursorPosX(float local_x); // [window-local] " IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
IMGUI_API void SetCursorPosY(float local_y); // [window-local] " IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
// Other layout functions // Other layout functions
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
@ -517,7 +511,6 @@ namespace ImGui
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id); IMGUI_API ImGuiID GetID(const void* ptr_id);
IMGUI_API ImGuiID GetID(int int_id);
// Widgets: Text // Widgets: Text
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
@ -549,8 +542,6 @@ namespace ImGui
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
// Widgets: Images // Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
@ -661,7 +652,6 @@ namespace ImGui
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id).
// Widgets: Selectables // Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected. // - A selectable highlights when hovered, and can display another color when selected.
@ -669,18 +659,6 @@ namespace ImGui
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
// - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1);
IMGUI_API ImGuiMultiSelectIO* EndMultiSelect();
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.
// Widgets: List Boxes // Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
@ -800,7 +778,7 @@ namespace ImGui
// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// - 5. Call EndTable() // - 5. Call EndTable()
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
@ -833,7 +811,6 @@ namespace ImGui
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!) // Legacy Columns API (prefer using Tables!)
@ -882,7 +859,6 @@ namespace ImGui
// Disabling [BETA API] // Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - Tooltips windows by exception are opted out of disabling.
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled(); IMGUI_API void EndDisabled();
@ -981,14 +957,6 @@ namespace ImGui
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
// Inputs Utilities: Key/Input Ownership [BETA]
// - One common use case would be to allow your items to disable standard inputs behaviors such
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse specific // Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
@ -1030,10 +998,6 @@ namespace ImGui
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
IMGUI_API void DebugStartItemPicker(); IMGUI_API void DebugStartItemPicker();
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
#endif
// Memory Allocators // Memory Allocators
// - Those functions are not reliant on the current context. // - Those functions are not reliant on the current context.
@ -1079,6 +1043,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal] // [Internal]
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
@ -1087,8 +1052,7 @@ enum ImGuiWindowFlags_
// Obsolete names // Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
#endif #endif
}; };
@ -1112,19 +1076,6 @@ enum ImGuiChildFlags_
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
};
// Flags for ImGui::PushItemFlag()
// (Those are shared by all items)
enum ImGuiItemFlags_
{
ImGuiItemFlags_None = 0, // (Default)
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items).
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
}; };
// Flags for ImGui::InputText() // Flags for ImGui::InputText()
@ -1224,16 +1175,14 @@ enum ImGuiPopupFlags_
enum ImGuiSelectableFlags_ enum ImGuiSelectableFlags_
{ {
ImGuiSelectableFlags_None = 0, ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
#endif #endif
}; };
@ -1262,9 +1211,8 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 7, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 8, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
}; };
@ -1346,18 +1294,12 @@ enum ImGuiDragDropFlags_
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context.
ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process.
// AcceptDragDropPayload() flags // AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9
#endif
}; };
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
@ -1377,7 +1319,6 @@ enum ImGuiDataType_
ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float ImGuiDataType_Float, // float
ImGuiDataType_Double, // double ImGuiDataType_Double, // double
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_COUNT ImGuiDataType_COUNT
}; };
@ -1586,9 +1527,8 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
@ -1641,13 +1581,11 @@ enum ImGuiCol_
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive, ImGuiCol_ResizeGripActive,
ImGuiCol_TabHovered, // Tab background, when hovered ImGuiCol_Tab, // TabItem in a TabBar
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected ImGuiCol_TabHovered,
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected ImGuiCol_TabActive,
ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected ImGuiCol_TabUnfocused,
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected ImGuiCol_TabUnfocusedActive,
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
ImGuiCol_PlotLines, ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered, ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogram,
@ -1657,20 +1595,13 @@ enum ImGuiCol_
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextLink, // Hyperlink color
ImGuiCol_TextSelectedBg, ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT, ImGuiCol_COUNT
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
#endif
}; };
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
@ -1709,12 +1640,11 @@ enum ImGuiStyleVar_
ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_COUNT ImGuiStyleVar_COUNT
@ -1783,9 +1713,8 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_None = 0, ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions for now.
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names // Obsolete names
@ -2008,19 +1937,9 @@ struct ImGuiTableColumnSortSpecs
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> // [SECTION] Helpers: Memory allocations macros, ImVector<>
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Debug Logging into ShowDebugLogWindow(), tty and more.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...) ((void)0)
#endif
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
@ -2153,13 +2072,12 @@ struct ImGuiStyle
float TabBorderSize; // Thickness of border around tabs. float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float SeparatorTextBorderSize; // Thickness of border in SeparatorText() float SeparatorTextBorderSize; // Thickkness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
@ -2228,7 +2146,6 @@ struct ImGuiIO
// Miscellaneous options // Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
@ -2265,9 +2182,9 @@ struct ImGuiIO
// Option to deactivate io.AddFocusEvent(false) handling. // Option to deactivate io.AddFocusEvent(false) handling.
// - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
// - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.
// Option to audit .ini data // Options to audit .ini data
bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)
//------------------------------------------------------------------ //------------------------------------------------------------------
@ -2288,15 +2205,9 @@ struct ImGuiIO
void (*SetClipboardTextFn)(void* user_data, const char* text); void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData; void* ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
// (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
bool (*PlatformOpenInShellFn)(ImGuiContext* ctx, const char* path);
void* PlatformOpenInShellUserData;
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows) // (default to use native imm32 api on Windows)
void (*PlatformSetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
//void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to io.PlatformSetImeDataFn in 1.91.0]
// Optional: Platform locale // Optional: Platform locale
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
@ -2320,8 +2231,7 @@ struct ImGuiIO
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_API void ClearEventsQueue(); // Clear all incoming events. IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
IMGUI_API void ClearInputMouse(); // Clear current mouse state.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
#endif #endif
@ -2550,16 +2460,6 @@ struct ImGuiTextBuffer
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
}; };
// [Internal] Key+Value for ImGuiStorage
struct ImGuiStoragePair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
};
// Helper: Key->Value storage // Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window. // Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1) // We use it to e.g. store collapse state for a tree (Int 0/1)
@ -2571,6 +2471,15 @@ struct ImGuiStoragePair
struct ImGuiStorage struct ImGuiStorage
{ {
// [Internal] // [Internal]
struct ImGuiStoragePair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
};
ImVector<ImGuiStoragePair> Data; ImVector<ImGuiStoragePair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
@ -2599,10 +2508,6 @@ struct ImGuiStorage
IMGUI_API void BuildSortByKey(); IMGUI_API void BuildSortByKey();
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val); IMGUI_API void SetAllInt(int val);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct
#endif
}; };
// Helper: Manually clip large list of items. // Helper: Manually clip large list of items.
@ -2633,10 +2538,9 @@ struct ImGuiListClipper
int ItemsCount; // [Internal] Number of items int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
void* TempData; // [Internal] Internal data void* TempData; // [Internal] Internal data
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API ImGuiListClipper(); IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper(); IMGUI_API ~ImGuiListClipper();
@ -2649,11 +2553,6 @@ struct ImGuiListClipper
inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
// Seek cursor toward given item. This is automatically called while stepping.
// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
IMGUI_API void SeekCursorForItem(int item_index);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
@ -2734,154 +2633,6 @@ struct ImColor
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
}; };
//-----------------------------------------------------------------------------
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
//-----------------------------------------------------------------------------
// Multi-selection system
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
// with support for clipper (skipping non-visible items), box-select and many other details.
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
// - In the spirit of Dear ImGui design, your code owns actual selection data.
// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
// About ImGuiSelectionBasicStorage:
// - This is an optional helper to store a selection state and apply selection requests.
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
// Usage:
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
// - Store and maintain actual selection data using persistent object identifiers.
// - Usage flow:
// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
// About ImGuiSelectionUserData:
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
// Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.
// Flags for BeginMultiSelect()
enum ImGuiMultiSelectFlags_
{
ImGuiMultiSelectFlags_None = 0,
ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
//ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
};
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
// This mainly contains a list of selection requests.
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
struct ImGuiMultiSelectIO
{
//------------------------------------------// BeginMultiSelect / EndMultiSelect
ImVector<ImGuiSelectionRequest> Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data.
ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items).
bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
};
// Selection request type
enum ImGuiSelectionRequestType
{
ImGuiSelectionRequestType_None = 0,
ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
};
// Selection request item
struct ImGuiSelectionRequest
{
//------------------------------------------// BeginMultiSelect / EndMultiSelect
ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect)
ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
};
// Optional helper to store multi-selection state + apply multi-selection requests.
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
// To store a multi-selection, in your application you could:
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
// In ImGuiSelectionBasicStorage we:
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
// - use decently optimized logic to allow queries and insertion of very large selection sets.
// - do not preserve selection order.
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
struct ImGuiSelectionBasicStorage
{
// Members
int Size; // // Number of selected items, maintained by this helper.
bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
int _SelectionOrder;// [Internal] Increasing counter to store selection order
ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
// Methods
ImGuiSelectionBasicStorage();
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection.
IMGUI_API void Clear(); // Clear selection
IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
};
// Optional helper to apply multi-selection requests to existing randomly accessible storage.
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
struct ImGuiSelectionExternalStorage
{
// Members
void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items;
void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
// Methods
IMGUI_API ImGuiSelectionExternalStorage();
IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
@ -3405,7 +3156,7 @@ struct ImFont
float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
bool DirtyLookupTables; // 1 // out // bool DirtyLookupTables; // 1 // out //
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
@ -3465,7 +3216,6 @@ struct ImGuiViewport
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
// Platform/Backend Dependent Data // Platform/Backend Dependent Data
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
ImGuiViewport() { memset(this, 0, sizeof(*this)); } ImGuiViewport() { memset(this, 0, sizeof(*this)); }
@ -3479,7 +3229,7 @@ struct ImGuiViewport
// [SECTION] Platform Dependent Interfaces // [SECTION] Platform Dependent Interfaces
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// (Optional) Support for IME (Input Method Editor) via the io.PlatformSetImeDataFn() function. // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
struct ImGuiPlatformImeData struct ImGuiPlatformImeData
{ {
bool WantVisible; // A widget wants the IME to be visible bool WantVisible; // A widget wants the IME to be visible
@ -3498,37 +3248,29 @@ struct ImGuiPlatformImeData
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui namespace ImGui
{ {
// OBSOLETED in 1.91.0 (from July 2024)
static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
static inline void PopButtonRepeat() { PopItemFlag(); }
static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
static inline void PopTabStop() { PopItemFlag(); }
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
// OBSOLETED in 1.90.0 (from September 2023) // OBSOLETED in 1.90.0 (from September 2023)
static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
static inline void EndChildFrame() { EndChild(); } static inline void EndChildFrame() { EndChild(); }
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
// OBSOLETED in 1.89.7 (from June 2023) // OBSOLETED in 1.89.7 (from June 2023)
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
// OBSOLETED in 1.89.4 (from March 2023) // OBSOLETED in 1.89.4 (from March 2023)
static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); }
static inline void PopAllowKeyboardFocus() { PopItemFlag(); } static inline void PopAllowKeyboardFocus() { PopTabStop(); }
// OBSOLETED in 1.89 (from August 2022) // OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024) // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.88 (from May 2022) //-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.86 (from November 2021) //-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021) //-- OBSOLETED in 1.85 (from August 2021)
@ -3601,8 +3343,8 @@ namespace ImGui
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. // RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.90.8
// (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];

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@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.90.8
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -22,7 +22,6 @@ Index of this file:
// [SECTION] Navigation support // [SECTION] Navigation support
// [SECTION] Typing-select support // [SECTION] Typing-select support
// [SECTION] Columns support // [SECTION] Columns support
// [SECTION] Box-select support
// [SECTION] Multi-select support // [SECTION] Multi-select support
// [SECTION] Docking support // [SECTION] Docking support
// [SECTION] Viewport support // [SECTION] Viewport support
@ -124,7 +123,6 @@ struct ImBitVector; // Store 1-bit per value
struct ImRect; // An axis-aligned rectangle (2 points) struct ImRect; // An axis-aligned rectangle (2 points)
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others)
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
struct ImGuiContext; // Main Dear ImGui context struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
@ -136,9 +134,8 @@ struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a de
struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiLastItemData; // Status storage for last submitted items
struct ImGuiLocEntry; // A localization entry. struct ImGuiLocEntry; // A localization entry.
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection).
struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing).
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions
@ -157,7 +154,6 @@ struct ImGuiTableInstanceData; // Storage for one instance of a same table
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableSettings; // Storage for a table .ini settings
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode().
struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
struct ImGuiWindow; // Storage for one window struct ImGuiWindow; // Storage for one window
@ -173,6 +169,7 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow(); typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow();
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
@ -351,7 +348,6 @@ namespace ImStb
// - Helper: ImPool<> // - Helper: ImPool<>
// - Helper: ImChunkStream<> // - Helper: ImChunkStream<>
// - Helper: ImGuiTextIndex // - Helper: ImGuiTextIndex
// - Helper: ImGuiStorage
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Helpers: Hashing // Helpers: Hashing
@ -388,7 +384,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF
static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }
IM_MSVC_RUNTIME_CHECKS_RESTORE IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Formatting // Helpers: Formatting
@ -493,7 +488,6 @@ static inline int ImModPositive(int a, int b)
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
@ -728,7 +722,7 @@ struct ImChunkStream
void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); } void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
}; };
// Helper: ImGuiTextIndex // Helper: ImGuiTextIndex<>
// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. // Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
struct ImGuiTextIndex struct ImGuiTextIndex
{ {
@ -742,8 +736,6 @@ struct ImGuiTextIndex
void append(const char* base, int old_size, int new_size); void append(const char* base, int old_size, int new_size);
}; };
// Helper: ImGuiStorage
IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key);
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] ImDrawList support // [SECTION] ImDrawList support
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -780,7 +772,6 @@ struct IMGUI_API ImDrawListSharedData
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
ImFont* Font; // Current/default font (optional, for simplified AddText overload) ImFont* Font; // Current/default font (optional, for simplified AddText overload)
float FontSize; // Current/default font size (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload)
float FontScale; // Current/default font scale (== FontSize / Font->FontSize)
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
@ -845,27 +836,29 @@ enum ImGuiDataTypePrivate_
// [SECTION] Widgets support: flags, enums, data structures // [SECTION] Widgets support: flags, enums, data structures
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Extend ImGuiItemFlags // Flags used by upcoming items
// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. // - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
// - output: stored in g.LastItemData.InFlags // - output: stored in g.LastItemData.InFlags
enum ImGuiItemFlagsPrivate_ // Current window shared by all windows.
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{ {
// Controlled by user // Controlled by user
ImGuiItemFlags_Disabled = 1 << 10, // false // Disable interactions (DOES NOT affect visuals, see BeginDisabled()/EndDisabled() for full disable feature, and github #211). ImGuiItemFlags_None = 0,
ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls)
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
// Controlled by widget code // Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData()
ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData()
ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead.
// Obsolete
//ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior
}; };
// Status flags for an already submitted item // Status flags for an already submitted item
@ -968,8 +961,8 @@ enum ImGuiSelectableFlagsPrivate_
// Extend ImGuiTreeNodeFlags_ // Extend ImGuiTreeNodeFlags_
enum ImGuiTreeNodeFlagsPrivate_ enum ImGuiTreeNodeFlagsPrivate_
{ {
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,
ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517) ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517)
}; };
enum ImGuiSeparatorFlags_ enum ImGuiSeparatorFlags_
@ -1208,6 +1201,10 @@ struct ImGuiNextWindowData
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
}; };
// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
typedef ImS64 ImGuiSelectionUserData;
enum ImGuiNextItemDataFlags_ enum ImGuiNextItemDataFlags_
{ {
ImGuiNextItemDataFlags_None = 0, ImGuiNextItemDataFlags_None = 0,
@ -1215,15 +1212,13 @@ enum ImGuiNextItemDataFlags_
ImGuiNextItemDataFlags_HasOpen = 1 << 1, ImGuiNextItemDataFlags_HasOpen = 1 << 1,
ImGuiNextItemDataFlags_HasShortcut = 1 << 2, ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
ImGuiNextItemDataFlags_HasRefVal = 1 << 3, ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
ImGuiNextItemDataFlags_HasStorageID = 1 << 4,
}; };
struct ImGuiNextItemData struct ImGuiNextItemData
{ {
ImGuiNextItemDataFlags Flags; ImGuiNextItemDataFlags Flags;
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData()
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
float Width; // Set by SetNextItemWidth() float Width; // Set by SetNextItemWidth()
ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
@ -1231,7 +1226,6 @@ struct ImGuiNextItemData
bool OpenVal; // Set by SetNextItemOpen() bool OpenVal; // Set by SetNextItemOpen()
ImU8 OpenCond; // Set by SetNextItemOpen() ImU8 OpenCond; // Set by SetNextItemOpen()
ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal
ImGuiID StorageId; // Set by SetNextItemStorageID()
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
@ -1253,16 +1247,14 @@ struct ImGuiLastItemData
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
}; };
// Store data emitted by TreeNode() for usage by TreePop() // Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
// - To implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere: store the minimum amount of data // This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). // Only stored when the node is a potential candidate for landing on a Left arrow jump.
// Only stored when the node is a potential candidate for landing on a Left arrow jump. struct ImGuiNavTreeNodeData
struct ImGuiTreeNodeStackData
{ {
ImGuiID ID; ImGuiID ID;
ImGuiTreeNodeFlags TreeFlags; ImGuiItemFlags InFlags;
ImGuiItemFlags InFlags; // Used for nav landing ImRect NavRect;
ImRect NavRect; // Used for nav landing
}; };
struct IMGUI_API ImGuiStackSizes struct IMGUI_API ImGuiStackSizes
@ -1357,8 +1349,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift #define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 #define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 #define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) #define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) #define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft #define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp #define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
@ -1604,7 +1596,7 @@ struct ImGuiNavItemData
float DistBox; // Move // Best candidate box distance to current NavId float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (InFlags & ImGuiItemFlags_HasSelectionUserData) ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
ImGuiNavItemData() { Clear(); } ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
@ -1710,34 +1702,6 @@ struct ImGuiOldColumns
ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
}; };
//-----------------------------------------------------------------------------
// [SECTION] Box-select support
//-----------------------------------------------------------------------------
struct ImGuiBoxSelectState
{
// Active box-selection data (persistent, 1 active at a time)
ImGuiID ID;
bool IsActive;
bool IsStarting;
bool IsStartedFromVoid; // Starting click was not from an item.
bool IsStartedSetNavIdOnce;
bool RequestClear;
ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic.
ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling)
ImVec2 EndPosRel; // End position in window-contents relative space
ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces)
ImGuiWindow* Window;
// Temporary/Transient data
bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.
ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.
ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)
ImRect BoxSelectRectCurr;
ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); }
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Multi-select support // [SECTION] Multi-select support
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1745,45 +1709,9 @@ struct ImGuiBoxSelectState
// We always assume that -1 is an invalid value (which works for indices and pointers) // We always assume that -1 is an invalid value (which works for indices and pointers)
#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) #define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)
// Temporary storage for multi-select #ifdef IMGUI_HAS_MULTI_SELECT
struct IMGUI_API ImGuiMultiSelectTempData // <this is filled in 'range_select' branch>
{ #endif // #ifdef IMGUI_HAS_MULTI_SELECT
ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop.
ImGuiMultiSelectState* Storage;
ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually)
ImGuiMultiSelectFlags Flags;
ImVec2 ScopeRectMin;
ImVec2 BackupCursorMaxPos;
ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges.
ImGuiID BoxSelectId;
ImGuiKeyChord KeyMods;
ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all.
bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state.
bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection.
bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.
bool NavIdPassedBy;
bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem.
bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set.
ImGuiMultiSelectTempData() { Clear(); }
void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation.
void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; }
};
// Persistent storage for multi-select (as long as selection is alive)
struct IMGUI_API ImGuiMultiSelectState
{
ImGuiWindow* Window;
ImGuiID ID;
int LastFrameActive; // Last used frame-count, for GC.
int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown.
ImS8 RangeSelected; // -1 (don't have) or true/false
ImS8 NavIdSelected; // -1 (don't have) or true/false
ImGuiSelectionUserData RangeSrcItem; //
ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items)
ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; }
};
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Docking support // [SECTION] Docking support
@ -1875,7 +1803,6 @@ enum ImGuiLocKey : int
ImGuiLocKey_WindowingMainMenuBar, ImGuiLocKey_WindowingMainMenuBar,
ImGuiLocKey_WindowingPopup, ImGuiLocKey_WindowingPopup,
ImGuiLocKey_WindowingUntitled, ImGuiLocKey_WindowingUntitled,
ImGuiLocKey_CopyLink,
ImGuiLocKey_COUNT ImGuiLocKey_COUNT
}; };
@ -1997,7 +1924,6 @@ struct ImGuiContext
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
float FontScale; // == FontSize / Font->FontSize
float CurrentDpiScale; // Current window/viewport DpiScale float CurrentDpiScale; // Current window/viewport DpiScale
ImDrawListSharedData DrawListSharedData; ImDrawListSharedData DrawListSharedData;
double Time; double Time;
@ -2010,7 +1936,6 @@ struct ImGuiContext
bool GcCompactAll; // Request full GC bool GcCompactAll; // Request full GC
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
void* TestEngine; // Test engine user data void* TestEngine; // Test engine user data
char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups)
// Inputs // Inputs
ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be trickled/written into IO structure. ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be trickled/written into IO structure.
@ -2030,7 +1955,6 @@ struct ImGuiContext
ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos; ImVec2 WheelingWindowRefMousePos;
@ -2047,7 +1971,7 @@ struct ImGuiContext
float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
bool HoveredIdAllowOverlap; bool HoveredIdAllowOverlap;
bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled
ImGuiID ActiveId; // Active widget ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
@ -2081,9 +2005,11 @@ struct ImGuiContext
ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
ImGuiKeyRoutingTable KeysRoutingTable; ImGuiKeyRoutingTable KeysRoutingTable;
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls.
//ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
#endif
// Next window/item data // Next window/item data
ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
@ -2104,7 +2030,7 @@ struct ImGuiContext
ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent) ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImVector<ImGuiTreeNodeStackData>TreeNodeStack; // Stack for TreeNode() ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
// Viewports // Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
@ -2113,7 +2039,6 @@ struct ImGuiContext
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
@ -2121,9 +2046,13 @@ struct ImGuiContext
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavHighlightActivatedId; ImGuiID NavHighlightActivatedId;
float NavHighlightActivatedTimer; float NavHighlightActivatedTimer;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyChord NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags; ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
@ -2154,14 +2083,6 @@ struct ImGuiContext
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: record of last move request
ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyChord NavJustMovedToKeyMods;
bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.
bool NavJustMovedToHasSelectionData; // Copy of move result's InFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
@ -2217,13 +2138,6 @@ struct ImGuiContext
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack; ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer; ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
// Multi-Select state
ImGuiBoxSelectState BoxSelectState;
ImGuiMultiSelectTempData* CurrentMultiSelect;
int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size)
ImVector<ImGuiMultiSelectTempData> MultiSelectTempData;
ImPool<ImGuiMultiSelectState> MultiSelectStorage;
// Hover Delay system // Hover Delay system
ImGuiID HoverItemDelayId; ImGuiID HoverItemDelayId;
ImGuiID HoverItemDelayIdPreviousFrame; ImGuiID HoverItemDelayIdPreviousFrame;
@ -2273,7 +2187,7 @@ struct ImGuiContext
// Platform support // Platform support
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the io.PlatformSetImeDataFn() handler. ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
// Settings // Settings
bool SettingsLoaded; bool SettingsLoaded;
@ -2340,7 +2254,7 @@ struct ImGuiContext
Initialized = false; Initialized = false;
FontAtlasOwnedByContext = shared_font_atlas ? false : true; FontAtlasOwnedByContext = shared_font_atlas ? false : true;
Font = NULL; Font = NULL;
FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; FontSize = FontBaseSize = CurrentDpiScale = 0.0f;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f; Time = 0.0f;
FrameCount = 0; FrameCount = 0;
@ -2349,7 +2263,6 @@ struct ImGuiContext
GcCompactAll = false; GcCompactAll = false;
TestEngineHookItems = false; TestEngineHookItems = false;
TestEngine = NULL; TestEngine = NULL;
memset(ContextName, 0, sizeof(ContextName));
InputEventsNextMouseSource = ImGuiMouseSource_Mouse; InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
InputEventsNextEventId = 1; InputEventsNextEventId = 1;
@ -2358,7 +2271,6 @@ struct ImGuiContext
CurrentWindow = NULL; CurrentWindow = NULL;
HoveredWindow = NULL; HoveredWindow = NULL;
HoveredWindowUnderMovingWindow = NULL; HoveredWindowUnderMovingWindow = NULL;
HoveredWindowBeforeClear = NULL;
MovingWindow = NULL; MovingWindow = NULL;
WheelingWindow = NULL; WheelingWindow = NULL;
WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
@ -2367,7 +2279,7 @@ struct ImGuiContext
DebugHookIdInfo = 0; DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0; HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false; HoveredIdAllowOverlap = false;
HoveredIdIsDisabled = false; HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ItemUnclipByLog = false; ItemUnclipByLog = false;
ActiveId = 0; ActiveId = 0;
@ -2395,6 +2307,9 @@ struct ImGuiContext
ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingAllKeyboardKeys = false; ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ActiveIdUsingNavInputMask = 0x00;
#endif
CurrentFocusScopeId = 0; CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None; CurrentItemFlags = ImGuiItemFlags_None;
@ -2402,18 +2317,18 @@ struct ImGuiContext
NavWindow = NULL; NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavLayer = ImGuiNavLayer_Main; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavHighlightActivatedId = 0; NavHighlightActivatedId = 0;
NavHighlightActivatedTimer = 0.0f; NavHighlightActivatedTimer = 0.0f;
NavJustMovedToKeyMods = ImGuiMod_None;
NavInputSource = ImGuiInputSource_Keyboard; NavInputSource = ImGuiInputSource_Keyboard;
NavLayer = ImGuiNavLayer_Main;
NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
NavIdIsAlive = false; NavIdIsAlive = false;
NavMousePosDirty = false; NavMousePosDirty = false;
NavDisableHighlight = true; NavDisableHighlight = true;
NavDisableMouseHover = false; NavDisableMouseHover = false;
NavAnyRequest = false; NavAnyRequest = false;
NavInitRequest = false; NavInitRequest = false;
NavInitRequestFromMove = false; NavInitRequestFromMove = false;
@ -2428,11 +2343,6 @@ struct ImGuiContext
NavTabbingDir = 0; NavTabbingDir = 0;
NavTabbingCounter = 0; NavTabbingCounter = 0;
NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0;
NavJustMovedToKeyMods = ImGuiMod_None;
NavJustMovedToIsTabbing = false;
NavJustMovedToHasSelectionData = false;
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
@ -2461,8 +2371,6 @@ struct ImGuiContext
CurrentTable = NULL; CurrentTable = NULL;
TablesTempDataStacked = 0; TablesTempDataStacked = 0;
CurrentTabBar = NULL; CurrentTabBar = NULL;
CurrentMultiSelect = NULL;
MultiSelectTempDataStacked = 0;
HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
@ -2575,7 +2483,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
int TreeDepth; // Current tree depth. int TreeDepth; // Current tree depth.
ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows; ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiOldColumns* CurrentColumns; // Current columns set ImGuiOldColumns* CurrentColumns; // Current columns set
@ -3117,7 +3025,6 @@ namespace ImGui
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
// Windows: Display Order and Focus Order // Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);
@ -3193,7 +3100,7 @@ namespace ImGui
//#endif //#endif
// Basic Accessors // Basic Accessors
inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
@ -3219,9 +3126,13 @@ namespace ImGui
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Parameter stacks (shared) // Parameter stacks (shared)
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);
IMGUI_API void BeginDisabledOverrideReenable(); IMGUI_API void BeginDisabledOverrideReenable();
IMGUI_API void EndDisabledOverrideReenable(); IMGUI_API void EndDisabledOverrideReenable();
@ -3232,16 +3143,16 @@ namespace ImGui
IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);
// Childs // Popups, Modals, Tooltips
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
// Popups, Modals
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsExceptModals(); IMGUI_API void ClosePopupsExceptModals();
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API bool BeginTooltipHidden();
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
@ -3249,10 +3160,6 @@ namespace ImGui
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
// Tooltips
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API bool BeginTooltipHidden();
// Menus // Menus
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
@ -3270,7 +3177,7 @@ namespace ImGui
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data); IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
@ -3335,7 +3242,7 @@ namespace ImGui
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
@ -3398,18 +3305,6 @@ namespace ImGui
IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
// Box-Select API
IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);
IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags);
// Multi-Select API
IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);
IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);
IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected);
IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item);
inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; }
inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); }
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
@ -3426,6 +3321,7 @@ namespace ImGui
IMGUI_API void TableOpenContextMenu(int column_n = -1); IMGUI_API void TableOpenContextMenu(int column_n = -1);
IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
IMGUI_API float TableGetHeaderRowHeight(); IMGUI_API float TableGetHeaderRowHeight();
IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
@ -3546,13 +3442,11 @@ namespace ImGui
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
// Widgets: Tree Nodes
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API void TreePushOverrideID(ImGuiID id); IMGUI_API void TreePushOverrideID(ImGuiID id);
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
@ -3599,8 +3493,12 @@ namespace ImGui
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Tools // Debug Log
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free
// Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
@ -3627,7 +3525,6 @@ namespace ImGui
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state);
IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state);
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label); IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.91.0 // dear imgui, v1.90.8
// (tables and columns code) // (tables and columns code)
/* /*
@ -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();
@ -1996,37 +1996,34 @@ 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;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
if (unfreeze_rows_actual) // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{ {
IM_ASSERT(table->IsUnfrozenRows == false); ImGuiTableColumn* column = &table->Columns[column_n];
table->IsUnfrozenRows = true; column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
float row_height = table->RowPosY2 - table->RowPosY1;
table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
table->RowPosY1 = table->RowPosY2 - row_height;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->DrawChannelCurrent = column->DrawChannelUnfrozen;
column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
}
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
} }
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
} }
if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
@ -3272,7 +3269,7 @@ 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;
@ -3474,7 +3471,7 @@ 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];

File diff suppressed because it is too large Load Diff

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@ -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)

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

@ -18,12 +18,7 @@ if (NOT TARGET SDL3::SDL3)
#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 9651ca59187c16079846918483c40d6b5c2f454c # tip 09-06-2024
#GIT_TAG 657c0135b1ff1685afa1bad63b0417d92f4bcb46 # 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
FIND_PACKAGE_ARGS # for the future FIND_PACKAGE_ARGS # for the future
) )

View File

@ -5,12 +5,12 @@ 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
@ -18,11 +18,7 @@ if (NOT TARGET SDL3_image::SDL3_image)
#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 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
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 9728f71c9833baa65995e19e993d3450da750c20 Subproject commit f03c4b12109489b0636d4ac84b457c9b7c59a5b3

@ -1 +1 @@
Subproject commit 2801fc21fbd6f69479f6638ab1725d00238698f8 Subproject commit be24b3815bdf4d503a2db15ffaefc8cba7f2fce8

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

@ -1 +1 @@
Subproject commit 1a3d9dd1870b1f45e252ff636adfd0c1f0ccf521 Subproject commit 676e50c61aa7dd816dca846fd06493d2e3ae4aab

@ -1 +1 @@
Subproject commit 17d2baf7365c3499172dc5afd71171cb3a138d99 Subproject commit 4bda751f76be8e0028977ee918c9ba649bcf6d2d

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@ -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

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@ -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);
} }

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@ -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

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@ -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 {

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@ -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

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@ -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);

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@ -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()

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@ -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

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@ -10,7 +10,7 @@ ABI=${1:-"armeabi-v7a"}
case $ABI in case $ABI in
armeabi-v7a) armeabi-v7a)
TARGET=armv7a-linux-androideabi TARGET=armv7a-linux-androideabi
NDK_API=21 NDK_API=19
;; ;;
arm64-v8a) arm64-v8a)
TARGET=aarch64-linux-android TARGET=aarch64-linux-android
@ -18,7 +18,7 @@ case $ABI in
;; ;;
x86) x86)
TARGET=i686-linux-android TARGET=i686-linux-android
NDK_API=21 NDK_API=19
;; ;;
x86_64) x86_64)
TARGET=x86_64-linux-android TARGET=x86_64-linux-android

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@ -39,17 +39,12 @@ add_flag -Wno-reserved-id-macro
# TODO(iphydf): Clean these up. They are likely not bugs, but still # TODO(iphydf): Clean these up. They are likely not bugs, but still
# potential issues and probably confusing. # potential issues and probably confusing.
add_flag -Wno-sign-compare add_flag -Wno-sign-compare
# We don't want to have default cases, we want to explicitly define all cases
add_flag -Wno-switch-default
# __attribute__((nonnull)) causes this warning on defensive null checks. # __attribute__((nonnull)) causes this warning on defensive null checks.
add_flag -Wno-tautological-pointer-compare add_flag -Wno-tautological-pointer-compare
# Our use of mutexes results in a false positive, see 1bbe446. # Our use of mutexes results in a false positive, see 1bbe446.
add_flag -Wno-thread-safety-analysis add_flag -Wno-thread-safety-analysis
# File transfer code has this. # File transfer code has this.
add_flag -Wno-type-limits add_flag -Wno-type-limits
# Generates false positives in toxcore similar to
# https://github.com/llvm/llvm-project/issues/64646
add_flag -Wno-unsafe-buffer-usage
# Callbacks often don't use all their parameters. # Callbacks often don't use all their parameters.
add_flag -Wno-unused-parameter add_flag -Wno-unused-parameter
# cimple does this better # cimple does this better

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@ -96,7 +96,7 @@ jobs:
with: with:
submodules: recursive submodules: recursive
- name: Export GitHub Actions cache environment variables - name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7 uses: actions/github-script@v6
with: with:
script: | script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || ''); core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');

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@ -28,10 +28,8 @@ run() {
-Wno-old-style-cast \ -Wno-old-style-cast \
-Wno-padded \ -Wno-padded \
-Wno-sign-compare \ -Wno-sign-compare \
-Wno-switch-default \
-Wno-tautological-pointer-compare \ -Wno-tautological-pointer-compare \
-Wno-unreachable-code-return \ -Wno-unreachable-code-return \
-Wno-unsafe-buffer-usage \
-Wno-unused-parameter \ -Wno-unused-parameter \
-Wno-used-but-marked-unused \ -Wno-used-but-marked-unused \
-Wno-source-uses-openmp -Wno-source-uses-openmp

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@ -200,8 +200,6 @@ bool get_general_config(const char *cfg_file_path, char **pid_file_path, char **
*keys_file_path = (char *)malloc(keys_file_path_len); *keys_file_path = (char *)malloc(keys_file_path_len);
if (*keys_file_path == nullptr) { if (*keys_file_path == nullptr) {
log_write(LOG_LEVEL_ERROR, "Allocation failure.\n"); log_write(LOG_LEVEL_ERROR, "Allocation failure.\n");
free(*pid_file_path);
*pid_file_path = nullptr;
return false; return false;
} }
memcpy(*keys_file_path, tmp_keys_file, keys_file_path_len); memcpy(*keys_file_path, tmp_keys_file, keys_file_path_len);

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@ -13,7 +13,7 @@ COPY --from=sources /src/ /work/
SHELL ["/bin/bash", "-o", "pipefail", "-c"] SHELL ["/bin/bash", "-o", "pipefail", "-c"]
RUN git clone --depth=1 --branch=stable https://github.com/jedisct1/libsodium /work/libsodium RUN git clone --depth=1 https://github.com/jedisct1/libsodium /work/libsodium
COPY other/docker/compcert/Makefile /work/ COPY other/docker/compcert/Makefile /work/
RUN make "-j$(nproc)" RUN make "-j$(nproc)"
RUN ./send_message_test | grep 'tox clients connected' RUN ./send_message_test | grep 'tox clients connected'

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@ -52,7 +52,7 @@ if [ "$SUPPORT_TEST" = "true" ]; then
https://dl.winehq.org/wine-builds/debian/dists/bookworm/winehq-bookworm.sources https://dl.winehq.org/wine-builds/debian/dists/bookworm/winehq-bookworm.sources
. ./check_sha256.sh . ./check_sha256.sh
check_sha256 "d965d646defe94b3dfba6d5b4406900ac6c81065428bf9d9303ad7a72ee8d1b8" \ check_sha256 "78b185fabdb323971d13bd329fefc8038e08559aa51c4996de18db0639a51df6" \
"/etc/apt/keyrings/winehq-archive.key" "/etc/apt/keyrings/winehq-archive.key"
check_sha256 "8dd8ef66c749d56e798646674c1c185a99b3ed6727ca0fbb5e493951e66c0f9e" \ check_sha256 "8dd8ef66c749d56e798646674c1c185a99b3ed6727ca0fbb5e493951e66c0f9e" \
"/etc/apt/sources.list.d/winehq-bookworm.sources" "/etc/apt/sources.list.d/winehq-bookworm.sources"

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@ -34,7 +34,6 @@ RUN . "/work/emsdk/emsdk_env.sh" \
&& emconfigure ./configure --disable-shared \ && emconfigure ./configure --disable-shared \
--without-pthreads \ --without-pthreads \
--disable-ssp --disable-asm --disable-pie \ --disable-ssp --disable-asm --disable-pie \
--host x86_64-linux-gnu \
&& emmake make install -j8 && emmake make install -j8
# Build an unused libsodium binding first so emcc caches all the system # Build an unused libsodium binding first so emcc caches all the system

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@ -805,7 +805,7 @@ int rtp_send_data(RTPSession *session, const uint8_t *data, uint32_t length,
header.flags |= RTP_KEY_FRAME; header.flags |= RTP_KEY_FRAME;
} }
const uint16_t rdata_size = min_u32(length + RTP_HEADER_SIZE + 1, MAX_CRYPTO_DATA_SIZE); const uint16_t rdata_size = length + RTP_HEADER_SIZE + 1;
VLA(uint8_t, rdata, rdata_size); VLA(uint8_t, rdata, rdata_size);
memset(rdata, 0, rdata_size); memset(rdata, 0, rdata_size);
rdata[0] = session->payload_type; // packet id == payload_type rdata[0] = session->payload_type; // packet id == payload_type

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@ -2468,12 +2468,14 @@ static void do_friends(Messenger *m, void *userdata)
} }
} }
if (m->friendlist[i].status == FRIEND_REQUESTED) { if (m->friendlist[i].status == FRIEND_REQUESTED
/* If we didn't connect to friend after successfully sending him a friend || m->friendlist[i].status == FRIEND_CONFIRMED) { /* friend is not online. */
* request the request is deemed unsuccessful so we set the status back to if (m->friendlist[i].status == FRIEND_REQUESTED) {
* FRIEND_ADDED and try again. /* If we didn't connect to friend after successfully sending him a friend request the request is deemed
*/ * unsuccessful so we set the status back to FRIEND_ADDED and try again.
check_friend_request_timed_out(m, i, temp_time, userdata); */
check_friend_request_timed_out(m, i, temp_time, userdata);
}
} }
if (m->friendlist[i].status == FRIEND_ONLINE) { /* friend is online. */ if (m->friendlist[i].status == FRIEND_ONLINE) { /* friend is online. */

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@ -32,7 +32,7 @@ TEST(BinPack, PackedUint64CanBeUnpacked)
}, },
&orig, nullptr, buf.data(), buf.size())); &orig, nullptr, buf.data(), buf.size()));
uint64_t unpacked = 0; uint64_t unpacked;
EXPECT_TRUE(bin_unpack_obj( EXPECT_TRUE(bin_unpack_obj(
[](void *obj, Bin_Unpack *bu) { [](void *obj, Bin_Unpack *bu) {
return bin_unpack_u64_b(bu, static_cast<uint64_t *>(obj)); return bin_unpack_u64_b(bu, static_cast<uint64_t *>(obj));
@ -51,7 +51,7 @@ TEST(BinPack, MsgPackedUint8CanBeUnpackedAsUint32)
}, },
&orig, nullptr, buf.data(), buf.size())); &orig, nullptr, buf.data(), buf.size()));
uint32_t unpacked = 0; uint32_t unpacked;
EXPECT_TRUE(bin_unpack_obj( EXPECT_TRUE(bin_unpack_obj(
[](void *obj, Bin_Unpack *bu) { return bin_unpack_u32(bu, static_cast<uint32_t *>(obj)); }, [](void *obj, Bin_Unpack *bu) { return bin_unpack_u32(bu, static_cast<uint32_t *>(obj)); },
&unpacked, buf.data(), buf.size())); &unpacked, buf.data(), buf.size()));
@ -68,7 +68,7 @@ TEST(BinPack, MsgPackedUint32CanBeUnpackedAsUint8IfSmallEnough)
}, },
&orig, nullptr, buf.data(), buf.size())); &orig, nullptr, buf.data(), buf.size()));
uint8_t unpacked = 0; uint8_t unpacked;
EXPECT_TRUE(bin_unpack_obj( EXPECT_TRUE(bin_unpack_obj(
[](void *obj, Bin_Unpack *bu) { return bin_unpack_u08(bu, static_cast<uint8_t *>(obj)); }, [](void *obj, Bin_Unpack *bu) { return bin_unpack_u08(bu, static_cast<uint8_t *>(obj)); },
&unpacked, buf.data(), buf.size())); &unpacked, buf.data(), buf.size()));
@ -86,7 +86,7 @@ TEST(BinPack, LargeMsgPackedUint32CannotBeUnpackedAsUint8)
}, },
&orig, nullptr, buf.data(), buf.size())); &orig, nullptr, buf.data(), buf.size()));
uint8_t unpacked = 0; uint8_t unpacked;
EXPECT_FALSE(bin_unpack_obj( EXPECT_FALSE(bin_unpack_obj(
[](void *obj, Bin_Unpack *bu) { return bin_unpack_u08(bu, static_cast<uint8_t *>(obj)); }, [](void *obj, Bin_Unpack *bu) { return bin_unpack_u08(bu, static_cast<uint8_t *>(obj)); },
&unpacked, buf.data(), buf.size())); &unpacked, buf.data(), buf.size()));

View File

@ -20,11 +20,11 @@
}, },
"nixpkgs": { "nixpkgs": {
"locked": { "locked": {
"lastModified": 1720691131, "lastModified": 1718111384,
"narHash": "sha256-CWT+KN8aTPyMIx8P303gsVxUnkinIz0a/Cmasz1jyIM=", "narHash": "sha256-7tSst0S5FOmcgvNtfy6cjZX5w8CabCVAfAeCkhY4OVg=",
"owner": "NixOS", "owner": "NixOS",
"repo": "nixpkgs", "repo": "nixpkgs",
"rev": "a046c1202e11b62cbede5385ba64908feb7bfac4", "rev": "a508a44af0c1b1b57785c34d8b54783536273eeb",
"type": "github" "type": "github"
}, },
"original": { "original": {
@ -63,34 +63,34 @@
"sdl3": { "sdl3": {
"flake": false, "flake": false,
"locked": { "locked": {
"lastModified": 1726672741, "lastModified": 1718035458,
"narHash": "sha256-+L1khIk2nHI7V8o/RVk2MEHv+baoQvISNHNclOWPxQM=", "narHash": "sha256-PGt/GfYUuT7u8UjIU4wvIJhBIMG+wq/fYasSW/4Y00k=",
"owner": "libsdl-org", "owner": "libsdl-org",
"repo": "SDL", "repo": "SDL",
"rev": "9dd8859240703d886941733ad32c1dc6f50d64f0", "rev": "657c0135b1ff1685afa1bad63b0417d92f4bcb46",
"type": "github" "type": "github"
}, },
"original": { "original": {
"owner": "libsdl-org", "owner": "libsdl-org",
"repo": "SDL", "repo": "SDL",
"rev": "9dd8859240703d886941733ad32c1dc6f50d64f0", "rev": "657c0135b1ff1685afa1bad63b0417d92f4bcb46",
"type": "github" "type": "github"
} }
}, },
"sdl3_image": { "sdl3_image": {
"flake": false, "flake": false,
"locked": { "locked": {
"lastModified": 1726603202, "lastModified": 1717528558,
"narHash": "sha256-jLKf3xSqjIL7L6iarQAiwcrmIQlM4R1zC2gXGXcdwPA=", "narHash": "sha256-VS5GMxcJgmghmck1FoGJmrt94ubtBr9eGQUmYEMoUZQ=",
"owner": "libsdl-org", "owner": "libsdl-org",
"repo": "SDL_image", "repo": "SDL_image",
"rev": "b56e6c4d1a1c03b3904a8ad21f1fa73c651ffbfc", "rev": "8eff782fa33d795c9ea1ac42dbe7e17cc9874c78",
"type": "github" "type": "github"
}, },
"original": { "original": {
"owner": "libsdl-org", "owner": "libsdl-org",
"repo": "SDL_image", "repo": "SDL_image",
"rev": "b56e6c4d1a1c03b3904a8ad21f1fa73c651ffbfc", "rev": "8eff782fa33d795c9ea1ac42dbe7e17cc9874c78",
"type": "github" "type": "github"
} }
}, },

View File

@ -11,11 +11,11 @@
flake = false; flake = false;
}; };
sdl3 = { sdl3 = {
url = "github:libsdl-org/SDL/9dd8859240703d886941733ad32c1dc6f50d64f0"; # keep in sync this cmake url = "github:libsdl-org/SDL/657c0135b1ff1685afa1bad63b0417d92f4bcb46"; # keep in sync this cmake
flake = false; flake = false;
}; };
sdl3_image = { sdl3_image = {
url = "github:libsdl-org/SDL_image/b56e6c4d1a1c03b3904a8ad21f1fa73c651ffbfc"; url = "github:libsdl-org/SDL_image/8eff782fa33d795c9ea1ac42dbe7e17cc9874c78";
flake = false; flake = false;
}; };
}; };
@ -75,16 +75,11 @@
#(libsodium.override { stdenv = pkgs.pkgsStatic.stdenv; }) #(libsodium.override { stdenv = pkgs.pkgsStatic.stdenv; })
#pkgsStatic.libsodium #pkgsStatic.libsodium
libsodium libsodium
libopus
libvpx
] ++ self.packages.${system}.default.dlopenBuildInputs; ] ++ self.packages.${system}.default.dlopenBuildInputs;
cmakeFlags = [ cmakeFlags = [
"-DTOMATO_ASAN=OFF" "-DTOMATO_ASAN=OFF"
"-DCMAKE_BUILD_TYPE=RelWithDebInfo" "-DCMAKE_BUILD_TYPE=RelWithDebInfo"
#"-DCMAKE_BUILD_TYPE=Debug"
#"-DCMAKE_C_FLAGS:STRING=-Og"
#"-DCMAKE_CXX_FLAGS:STRING=-Og"
"-DFETCHCONTENT_SOURCE_DIR_JSON=${nlohmann-json}" # we care about the version "-DFETCHCONTENT_SOURCE_DIR_JSON=${nlohmann-json}" # we care about the version
# TODO: use package instead # TODO: use package instead
@ -92,7 +87,7 @@
"-DFETCHCONTENT_SOURCE_DIR_LIBWEBP=${pkgs.libwebp.src}" "-DFETCHCONTENT_SOURCE_DIR_LIBWEBP=${pkgs.libwebp.src}"
"-DFETCHCONTENT_SOURCE_DIR_SDL3=${sdl3}" "-DFETCHCONTENT_SOURCE_DIR_SDL3=${sdl3}"
"-DFETCHCONTENT_SOURCE_DIR_SDL3_IMAGE=${sdl3_image}" "-DFETCHCONTENT_SOURCE_DIR_SDL3_IMAGE=${sdl3_image}"
"-DSDLIMAGE_JXL=ON" "-DSDL3IMAGE_JXL=ON"
]; ];
# TODO: replace with install command # TODO: replace with install command
@ -139,10 +134,7 @@
pkg-config pkg-config
]; ];
shellHook = '' shellHook = "echo hello to tomato dev shell!";
echo hello to tomato dev shell!
export LD_LIBRARY_PATH=/run/opengl-driver/lib
'';
}; };
apps.default = { apps.default = {

View File

@ -1,30 +0,0 @@
{
"tox": {
"save_file_path": "tomato.tox"
},
"tomato": {
"skip_setup_and_load": true
},
"PluginManager": {
"autoload": {
"entries": {
"../solanaceae_ecosystem/build/bin/libplugin_mfs_wip.so": true,
"../solanaceae_ecosystem/build/bin/libplugin_ngcft1.so": true,
"../solanaceae_ecosystem/build/bin/libplugin_zox_ngc.so": true,
"../solanaceae_ecosystem/build/bin/libplugin_zox_ngc_hs.so": true,
"../solanaceae_ecosystem/build/bin/libplugin_transfer_auto_accept.so": true
}
}
},
"ImGuiFonts": {
"atlas_extra_text": "🥰💀✌️🌴🐢🐐🍄⚽🍻👑📸😬👀🚨🏡🐦‍🔥🍋‍🟩🍄‍🟫🙂‍↕️🕊️🏆😻🌟🧿🍀🎨🍜",
"size": 20,
"fonts": {
"entries": {
"/nix/store/7fjwhgbz16i08xm171arr081bqpivv7k-hack-font-3.003/share/fonts/truetype/Hack-Regular.ttf": true,
"/nix/store/g4hlmhda2xmap333kqnzlsz01k8djnp6-noto-fonts-24.3.1/share/fonts/noto/NotoSans[wdth,wght].ttf": true,
"/nix/store/d7mgcvb59anvaz69cjghbb42616c7xfg-noto-fonts-monochrome-emoji-3.000/share/fonts/noto/NotoEmoji.ttf": true
}
}
}
}

View File

@ -29,7 +29,6 @@ target_sources(tomato PUBLIC
./tox_client.cpp ./tox_client.cpp
./auto_dirty.hpp ./auto_dirty.hpp
./auto_dirty.cpp ./auto_dirty.cpp
./tox_private_impl.hpp
./theme.hpp ./theme.hpp
@ -68,16 +67,6 @@ target_sources(tomato PUBLIC
./chat_gui/theme.hpp ./chat_gui/theme.hpp
./chat_gui/theme.cpp ./chat_gui/theme.cpp
./chat_gui/icons/direct.hpp
./chat_gui/icons/direct.cpp
./chat_gui/icons/cloud.hpp
./chat_gui/icons/cloud.cpp
./chat_gui/icons/mail.hpp
./chat_gui/icons/mail.cpp
./chat_gui/icons/person.hpp
./chat_gui/icons/person.cpp
./chat_gui/icons/group.hpp
./chat_gui/icons/group.cpp
./chat_gui/contact_list.hpp ./chat_gui/contact_list.hpp
./chat_gui/contact_list.cpp ./chat_gui/contact_list.cpp
./chat_gui/file_selector.hpp ./chat_gui/file_selector.hpp
@ -87,10 +76,6 @@ target_sources(tomato PUBLIC
./chat_gui/settings_window.hpp ./chat_gui/settings_window.hpp
./chat_gui/settings_window.cpp ./chat_gui/settings_window.cpp
./imgui_entt_entity_editor.hpp
./object_store_ui.hpp
./object_store_ui.cpp
./tox_ui_utils.hpp ./tox_ui_utils.hpp
./tox_ui_utils.cpp ./tox_ui_utils.cpp
@ -104,15 +89,6 @@ target_sources(tomato PUBLIC
./chat_gui4.cpp ./chat_gui4.cpp
) )
if (TOMATO_TOX_AV)
target_sources(tomato PUBLIC
./tox_av.hpp
./tox_av.cpp
)
target_compile_definitions(tomato PUBLIC TOMATO_TOX_AV)
endif()
target_compile_features(tomato PUBLIC cxx_std_17) target_compile_features(tomato PUBLIC cxx_std_17)
target_link_libraries(tomato PUBLIC target_link_libraries(tomato PUBLIC
solanaceae_util solanaceae_util

View File

@ -1,16 +1,139 @@
#include "./contact_list.hpp" #include "./contact_list.hpp"
#include <solanaceae/contact/components.hpp> #include <solanaceae/contact/components.hpp>
#include <solanaceae/util/utils.hpp>
#include <imgui/imgui.h> #include <imgui/imgui.h>
//#include <imgui/imgui_internal.h> //#include <imgui/imgui_internal.h>
#include "./icons/direct.hpp" #include <array>
#include "./icons/cloud.hpp"
#include "./icons/mail.hpp" static void drawIconDirectLines(
#include "./icons/person.hpp" const ImVec2 p0,
#include "./icons/group.hpp" const ImVec2 p1_o,
const ImU32 col,
const float thickness
) {
#define PLINE(x0, y0, x1, y1) \
ImGui::GetWindowDrawList()->AddLine( \
{p0.x + p1_o.x*(x0), p0.y + p1_o.y*(y0)}, \
{p0.x + p1_o.x*(x1), p0.y + p1_o.y*(y1)}, \
col, \
thickness \
);
// arrow 1
// (3,1) -> (9,7)
PLINE(0.3f, 0.1f, 0.9f, 0.7f)
// (9,7) -> (9,5)
PLINE(0.9f, 0.7f, 0.9f, 0.5f)
// (9,7) -> (7,7)
PLINE(0.9f, 0.7f, 0.7f, 0.7f)
// arrow 2
// (7,9) -> (1,3)
PLINE(0.7f, 0.9f, 0.1f, 0.3f)
// (1,3) -> (3,3)
PLINE(0.1f, 0.3f, 0.3f, 0.3f)
// (1,3) -> (1,5)
PLINE(0.1f, 0.3f, 0.1f, 0.5f)
#undef PLINE
}
static void drawIconDirect(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
// dark background
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
drawIconDirectLines(p0, p1_o, col_back, 4.0f);
drawIconDirectLines(p0, p1_o, col_main, 1.5f);
}
static void drawIconCloud(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
std::array<ImVec2, 19> points {{
{0.2f, 0.9f},
{0.8f, 0.9f},
{0.9f, 0.8f},
{0.9f, 0.7f},
{0.7f, 0.7f},
{0.9f, 0.5f},
{0.9f, 0.4f},
{0.8f, 0.2f},
{0.6f, 0.2f},
{0.5f, 0.3f},
{0.5f, 0.5f},
{0.4f, 0.4f},
{0.3f, 0.4f},
{0.2f, 0.5f},
{0.2f, 0.6f},
{0.3f, 0.7f},
{0.1f, 0.7f},
{0.1f, 0.8f},
{0.2f, 0.9f},
}};
for (auto& v : points) {
v.y -= 0.1f;
v = {p0.x + p1_o.x*v.x, p0.y + p1_o.y*v.y};
}
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
ImGui::GetWindowDrawList()->AddPolyline(points.data(), points.size(), col_back, ImDrawFlags_None, 4.f);
ImGui::GetWindowDrawList()->AddPolyline(points.data(), points.size(), col_main, ImDrawFlags_None, 1.5f);
}
static void drawIconMailLines(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col,
const float thickness
) {
#define PLINE(x0, y0, x1, y1) \
ImGui::GetWindowDrawList()->AddLine( \
{p0.x + p1_o.x*(x0), p0.y + p1_o.y*(y0)}, \
{p0.x + p1_o.x*(x1), p0.y + p1_o.y*(y1)}, \
col, \
thickness \
);
// quad
// (1,2) -> (1,8)
PLINE(0.1f, 0.2f, 0.1f, 0.8f)
// (1,8) -> (9,8)
PLINE(0.1f, 0.8f, 0.9f, 0.8f)
// (9,8) -> (9,2)
PLINE(0.9f, 0.8f, 0.9f, 0.2f)
// (9,2) -> (1,2)
PLINE(0.9f, 0.2f, 0.1f, 0.2f)
// lip
// (1,2) -> (5,5)
PLINE(0.1f, 0.2f, 0.5f, 0.5f)
// (5,5) -> (9,2)
PLINE(0.5f, 0.5f, 0.9f, 0.2f)
#undef PLINE
}
static void drawIconMail(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
// dark background
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
drawIconMailLines(p0, p1_o, col_back, 4.0f);
drawIconMailLines(p0, p1_o, col_main, 1.5f);
}
void renderAvatar( void renderAvatar(
const Theme& th, const Theme& th,
@ -97,11 +220,6 @@ bool renderContactBig(
const auto* cstate = c.try_get<Contact::Components::ConnectionState>(); const auto* cstate = c.try_get<Contact::Components::ConnectionState>();
if (ImGui::BeginItemTooltip()) { if (ImGui::BeginItemTooltip()) {
if (c.all_of<Contact::Components::ID>()) {
const auto id_str = bin2hex(c.get<Contact::Components::ID>().data);
ImGui::Text("ID: %s", id_str.c_str());
}
if (cstate != nullptr) { if (cstate != nullptr) {
ImGui::Text("Connection state: %s", ImGui::Text("Connection state: %s",
(cstate->state == Contact::Components::ConnectionState::disconnected) (cstate->state == Contact::Components::ConnectionState::disconnected)
@ -146,9 +264,6 @@ bool renderContactBig(
ImGui::SameLine(0.f, same_line_spacing); ImGui::SameLine(0.f, same_line_spacing);
ImGui::BeginGroup(); ImGui::BeginGroup();
{ {
const bool is_group = c.all_of<Contact::Components::TagGroup>();
const bool is_private = c.all_of<Contact::Components::TagPrivate>();
{ // line 1 { // line 1
if (line_height == 1 && cstate != nullptr) { if (line_height == 1 && cstate != nullptr) {
// icon pos // icon pos
@ -156,52 +271,23 @@ bool renderContactBig(
p0.y += ImGui::GetStyle().FramePadding.y; p0.y += ImGui::GetStyle().FramePadding.y;
ImVec2 p1_o = {img_y, img_y}; // img_y is 1 line_height in this case ImVec2 p1_o = {img_y, img_y}; // img_y is 1 line_height in this case
ImGui::Dummy(p1_o); const ImU32 col_back = ImGui::GetColorU32(th.getColor<ThemeCol_Contact::icon_backdrop>());
if (ImGui::IsItemVisible()) { if (cstate->state == Contact::Components::ConnectionState::direct) { // direct icon
const ImU32 col_back = ImGui::GetColorU32(th.getColor<ThemeCol_Contact::icon_backdrop>()); drawIconDirect(
if (cstate->state == Contact::Components::ConnectionState::direct) { // direct icon p0,
drawIconDirect( p1_o,
p0, ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_direct>()),
p1_o, col_back
ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_direct>()), );
col_back } else if (cstate->state == Contact::Components::ConnectionState::cloud) { // cloud icon
); drawIconCloud(
} else if (cstate->state == Contact::Components::ConnectionState::cloud) { // cloud icon p0,
drawIconCloud( p1_o,
p0, ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_cloud>()),
p1_o, col_back
ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_cloud>()), );
col_back
);
}
} }
ImGui::SameLine(0.f, same_line_spacing);
}
// we dont render group/private in 1lh mode
if (line_height != 1 && (is_private || is_group)) {
// icon pos
auto p0 = ImGui::GetCursorScreenPos();
p0.y += ImGui::GetStyle().FramePadding.y;
const float box_hight = TEXT_BASE_HEIGHT - ImGui::GetStyle().FramePadding.y*2;
ImVec2 p1_o = {box_hight, box_hight};
ImGui::Dummy(p1_o); ImGui::Dummy(p1_o);
if (ImGui::IsItemVisible()) {
if (is_private) {
drawIconPerson(
p0,
p1_o,
ImGui::GetColorU32(ImGui::GetStyleColorVec4(ImGuiCol_Text))
);
} else if (is_group) {
drawIconGroup(
p0,
p1_o,
ImGui::GetColorU32(ImGui::GetStyleColorVec4(ImGuiCol_Text))
);
}
}
ImGui::SameLine(0.f, same_line_spacing); ImGui::SameLine(0.f, same_line_spacing);
} }
@ -241,25 +327,23 @@ bool renderContactBig(
const float box_hight = TEXT_BASE_HEIGHT - ImGui::GetStyle().FramePadding.y*2; const float box_hight = TEXT_BASE_HEIGHT - ImGui::GetStyle().FramePadding.y*2;
ImVec2 p1_o = {box_hight, box_hight}; ImVec2 p1_o = {box_hight, box_hight};
ImGui::Dummy(p1_o); const ImU32 col_back = ImGui::GetColorU32(th.getColor<ThemeCol_Contact::icon_backdrop>());
if (ImGui::IsItemVisible()) { if (cstate->state == Contact::Components::ConnectionState::direct) { // direct icon
const ImU32 col_back = ImGui::GetColorU32(th.getColor<ThemeCol_Contact::icon_backdrop>()); drawIconDirect(
if (cstate->state == Contact::Components::ConnectionState::direct) { // direct icon p0,
drawIconDirect( p1_o,
p0, ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_direct>()),
p1_o, col_back
ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_direct>()), );
col_back } else if (cstate->state == Contact::Components::ConnectionState::cloud) { // cloud icon
); drawIconCloud(
} else if (cstate->state == Contact::Components::ConnectionState::cloud) { // cloud icon p0,
drawIconCloud( p1_o,
p0, ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_cloud>()),
p1_o, col_back
ImGui::GetColorU32(th.getColor<ThemeCol_Contact::avatar_online_cloud>()), );
col_back
);
}
} }
ImGui::Dummy(p1_o);
ImGui::SameLine(0.f, same_line_spacing); ImGui::SameLine(0.f, same_line_spacing);
} }

View File

@ -6,7 +6,6 @@
#include <string> #include <string>
#include <iostream> #include <iostream>
#include <vector> #include <vector>
#include <algorithm>
void FileSelector::reset(void) { void FileSelector::reset(void) {
_is_valid = [](auto){ return true; }; _is_valid = [](auto){ return true; };
@ -199,38 +198,33 @@ void FileSelector::render(void) {
} }
// files // files
ImGuiListClipper files_clipper; for (auto const& dir_entry : files) {
files_clipper.Begin(files.size()); if (ImGui::TableNextColumn()) {
while (files_clipper.Step()) { ImGui::PushID(tmp_id++);
for (int row = files_clipper.DisplayStart; row < files_clipper.DisplayEnd; row++) { if (ImGui::Selectable("F", false, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap)) {
const auto& dir_entry = files.at(row); _current_file_path = dir_entry.path();
if (ImGui::TableNextColumn()) {
ImGui::PushID(tmp_id++);
if (ImGui::Selectable("F", false, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap)) {
_current_file_path = dir_entry.path();
}
ImGui::PopID();
} }
ImGui::PopID();
}
if (ImGui::TableNextColumn()) { if (ImGui::TableNextColumn()) {
ImGui::TextUnformatted(dir_entry.path().filename().generic_u8string().c_str()); ImGui::TextUnformatted(dir_entry.path().filename().generic_u8string().c_str());
} }
if (ImGui::TableNextColumn()) { if (ImGui::TableNextColumn()) {
ImGui::TextDisabled("%s", std::to_string(dir_entry.file_size()).c_str()); ImGui::TextDisabled("%s", std::to_string(dir_entry.file_size()).c_str());
} }
if (ImGui::TableNextColumn()) { if (ImGui::TableNextColumn()) {
const auto file_time_converted = std::chrono::time_point_cast<std::chrono::system_clock::duration>( const auto file_time_converted = std::chrono::time_point_cast<std::chrono::system_clock::duration>(
dir_entry.last_write_time() dir_entry.last_write_time()
- decltype(dir_entry.last_write_time())::clock::now() - decltype(dir_entry.last_write_time())::clock::now()
+ std::chrono::system_clock::now() + std::chrono::system_clock::now()
); );
const auto ctime = std::chrono::system_clock::to_time_t(file_time_converted); const auto ctime = std::chrono::system_clock::to_time_t(file_time_converted);
const auto ltime = std::localtime(&ctime); const auto ltime = std::localtime(&ctime);
ImGui::TextDisabled("%2d.%2d.%2d - %2d:%2d", ltime->tm_mday, ltime->tm_mon, ltime->tm_year + 1900, ltime->tm_hour, ltime->tm_min); ImGui::TextDisabled("%2d.%2d.%2d - %2d:%2d", ltime->tm_mday, ltime->tm_mon, ltime->tm_year + 1900, ltime->tm_hour, ltime->tm_min);
}
} }
} }

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@ -1,41 +0,0 @@
#include "./cloud.hpp"
#include <array>
void drawIconCloud(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
std::array<ImVec2, 19> points {{
{0.2f, 0.9f},
{0.8f, 0.9f},
{0.9f, 0.8f},
{0.9f, 0.7f},
{0.7f, 0.7f},
{0.9f, 0.5f},
{0.9f, 0.4f},
{0.8f, 0.2f},
{0.6f, 0.2f},
{0.5f, 0.3f},
{0.5f, 0.5f},
{0.4f, 0.4f},
{0.3f, 0.4f},
{0.2f, 0.5f},
{0.2f, 0.6f},
{0.3f, 0.7f},
{0.1f, 0.7f},
{0.1f, 0.8f},
{0.2f, 0.9f},
}};
for (auto& v : points) {
v.y -= 0.1f;
v = {p0.x + p1_o.x*v.x, p0.y + p1_o.y*v.y};
}
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
ImGui::GetWindowDrawList()->AddPolyline(points.data(), points.size(), col_back, ImDrawFlags_None, 4.f);
ImGui::GetWindowDrawList()->AddPolyline(points.data(), points.size(), col_main, ImDrawFlags_None, 1.5f);
}

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@ -1,11 +0,0 @@
#pragma once
#include <imgui/imgui.h>
void drawIconCloud(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
);

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@ -1,49 +0,0 @@
#include "./direct.hpp"
#include <array>
static void drawIconDirectLines(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col,
const float thickness
) {
#define PLINE(x0, y0, x1, y1) \
ImGui::GetWindowDrawList()->AddLine( \
{p0.x + p1_o.x*(x0), p0.y + p1_o.y*(y0)}, \
{p0.x + p1_o.x*(x1), p0.y + p1_o.y*(y1)}, \
col, \
thickness \
);
// arrow 1
// (3,1) -> (9,7)
PLINE(0.3f, 0.1f, 0.9f, 0.7f)
// (9,7) -> (9,5)
PLINE(0.9f, 0.7f, 0.9f, 0.5f)
// (9,7) -> (7,7)
PLINE(0.9f, 0.7f, 0.7f, 0.7f)
// arrow 2
// (7,9) -> (1,3)
PLINE(0.7f, 0.9f, 0.1f, 0.3f)
// (1,3) -> (3,3)
PLINE(0.1f, 0.3f, 0.3f, 0.3f)
// (1,3) -> (1,5)
PLINE(0.1f, 0.3f, 0.1f, 0.5f)
#undef PLINE
}
void drawIconDirect(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
// dark background
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
drawIconDirectLines(p0, p1_o, col_back, 4.0f);
drawIconDirectLines(p0, p1_o, col_main, 1.5f);
}

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#pragma once
#include <imgui/imgui.h>
void drawIconDirect(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
);

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@ -1,139 +0,0 @@
#include "./group.hpp"
#include <array>
static void drawIconGroupLines(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col,
const float thickness
) {
#define PLINE(x0, y0, x1, y1) \
ImGui::GetWindowDrawList()->AddLine( \
{p0.x + p1_o.x*(x0), p0.y + p1_o.y*(y0)}, \
{p0.x + p1_o.x*(x1), p0.y + p1_o.y*(y1)}, \
col, \
thickness \
);
// person front
// x y
PLINE(
0.1f, 0.9f,
0.6f, 0.9f
)
PLINE(
0.6f, 0.9f,
0.6f, 0.7f
)
PLINE(
0.6f, 0.7f,
0.5f, 0.6f
)
PLINE(
0.5f, 0.6f,
0.4f, 0.6f
)
PLINE(
0.4f, 0.6f,
0.5f, 0.5f
)
PLINE(
0.5f, 0.5f,
0.5f, 0.4f
)
PLINE(
0.5f, 0.4f,
0.4f, 0.3f
)
PLINE(
0.4f, 0.3f,
0.3f, 0.3f
)
PLINE(
0.3f, 0.3f,
0.2f, 0.4f
)
PLINE(
0.2f, 0.4f,
0.2f, 0.5f
)
PLINE(
0.2f, 0.5f,
0.3f, 0.6f
)
PLINE(
0.3f, 0.6f,
0.2f, 0.6f
)
PLINE(
0.2f, 0.6f,
0.1f, 0.7f
)
PLINE(
0.1f, 0.7f,
0.1f, 0.9f
)
// person back
// x y
PLINE(
0.7f, 0.7f,
0.9f, 0.7f
)
PLINE(
0.9f, 0.7f,
0.9f, 0.5f
)
PLINE(
0.9f, 0.5f,
0.8f, 0.4f
)
PLINE(
0.8f, 0.4f,
0.7f, 0.4f
)
PLINE(
0.7f, 0.4f,
0.8f, 0.3f
)
PLINE(
0.8f, 0.3f,
0.8f, 0.2f
)
PLINE(
0.8f, 0.2f,
0.7f, 0.1f
)
PLINE(
0.7f, 0.1f,
0.6f, 0.1f
)
PLINE(
0.6f, 0.1f,
0.5f, 0.2f
)
PLINE(
0.5f, 0.2f,
0.5f, 0.3f
)
PLINE(
0.5f, 0.3f,
0.6f, 0.4f
)
#undef PLINE
}
void drawIconGroup(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main
) {
// dark background
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
//drawIconGroupLines(p0, p1_o, col_back, 3.5f);
drawIconGroupLines(p0, p1_o, col_main, 1.0f);
}

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@ -1,10 +0,0 @@
#pragma once
#include <imgui/imgui.h>
void drawIconGroup(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main
);

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@ -1,50 +0,0 @@
#include "./mail.hpp"
#include <array>
static void drawIconMailLines(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col,
const float thickness
) {
#define PLINE(x0, y0, x1, y1) \
ImGui::GetWindowDrawList()->AddLine( \
{p0.x + p1_o.x*(x0), p0.y + p1_o.y*(y0)}, \
{p0.x + p1_o.x*(x1), p0.y + p1_o.y*(y1)}, \
col, \
thickness \
);
// quad
// (1,2) -> (1,8)
PLINE(0.1f, 0.2f, 0.1f, 0.8f)
// (1,8) -> (9,8)
PLINE(0.1f, 0.8f, 0.9f, 0.8f)
// (9,8) -> (9,2)
PLINE(0.9f, 0.8f, 0.9f, 0.2f)
// (9,2) -> (1,2)
PLINE(0.9f, 0.2f, 0.1f, 0.2f)
// lip
// (1,2) -> (5,5)
PLINE(0.1f, 0.2f, 0.5f, 0.5f)
// (5,5) -> (9,2)
PLINE(0.5f, 0.5f, 0.9f, 0.2f)
#undef PLINE
}
void drawIconMail(
const ImVec2 p0,
const ImVec2 p1_o,
const ImU32 col_main,
const ImU32 col_back
) {
// dark background
// the circle looks bad in light mode
//ImGui::GetWindowDrawList()->AddCircleFilled({p0.x + p1_o.x*0.5f, p0.y + p1_o.y*0.5f}, p1_o.x*0.5f, col_back);
drawIconMailLines(p0, p1_o, col_back, 4.0f);
drawIconMailLines(p0, p1_o, col_main, 1.5f);
}

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