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269 Commits

Author SHA1 Message Date
Green Sky
77a95811f2
update sdl to 3.2.4 2025-02-10 00:57:49 +01:00
Green Sky
0b6fdeec55
update subs 2025-02-09 16:34:49 +01:00
Green Sky
4c3e0fc4e9
wip: add ccache to ci 2025-02-09 16:24:10 +01:00
Green Sky
c7367a6a4d
green progress bar if have all 2025-02-06 23:16:14 +01:00
Green Sky
bfbeafddf7
load toxcore settings from conf like totato does
add ui in startup to configure the core for this run
other start screen improvements
2025-02-06 19:47:48 +01:00
Green Sky
ce0ff0bea9
catch and print exception string in ui on main screen creation 2025-02-05 00:23:10 +01:00
Green Sky
d8d5b8e9a3
fix cd, accidentally removed the download 2025-02-02 14:15:17 +01:00
Green Sky
11cce8363b
add dump syms step to cd 2025-02-02 14:00:40 +01:00
Green Sky
d691b265b9
dont use sdl_image vendored libs on windows and use vcpkg instead 2025-01-31 19:57:56 +01:00
Green Sky
8daa8bb976
update sdl_image to 3.1.1 2025-01-31 18:42:51 +01:00
Green Sky
d91eb4d282
main cleanup, disable vsync for now and improve sleep and repsonsivnes 2025-01-31 14:10:06 +01:00
Green Sky
549acd645c
add avg size to table + fixes 2025-01-22 19:26:52 +01:00
Green Sky
db0dffafd9
add implot and start using it 2025-01-22 19:03:10 +01:00
Green Sky
6bd151e618
shift+enter for newline instead of ctrl+enter 2025-01-21 02:31:12 +01:00
Green Sky
96b20aab67
update sdl again (we are not past rc1) 2025-01-20 15:42:59 +01:00
Green Sky
ca59e51e9e
netprof udp byte averages 2025-01-20 15:42:34 +01:00
Green Sky
d416d3d595
handle window focus (dont run fade and read while not focused) 2025-01-19 19:33:01 +01:00
bd6368a8f9
netprof privapi + ui (wip histograms) 2025-01-18 17:51:24 +01:00
Green Sky
ee212845a0
adjust for updated toxcore 2025-01-18 17:35:36 +01:00
Green Sky
a61e84dfa4
update toxcore Merge commit '3b6bb15e867a5f3895773554b1cfa928fcfd3e8f' 2025-01-18 15:53:06 +01:00
Green Sky
3b6bb15e86 Squashed 'external/toxcore/c-toxcore/' changes from 11ab1d2a723..d9b8fa6098d
d9b8fa6098d fix: Fake broadcast address for 127.x.x.x
aa649165a57 chore: Add code for future netprof TCP testing
9e5693de5ac chore: add to_string functions for netprof enums
52d915e6a90 cleanup: Heap allocate network profile objects
80fabd4a729 feat: Implement Tox network profiler
05abe083cb6 cleanup: Some random cleanups, mostly related to mem.
5cca24513b8 cleanup: Check that onion IP/Port packing worked.
e092ecd1244 cleanup: Use tox memory allocator in some more places.
3cfe41c7587 fix: Avoid `memcpy`-ing structs into onion ping id data.
e32ac001938 fix: Add more information on why the frame was not sent.
ab887003687 fix: Allow TCP connections to fail `connect` calls.
7603170e663 refactor: Use tox memory in group connection allocations.
5bd8a85eb89 cleanup: Align internal logger with external on type of source line.
e9bf524d9e1 cleanup: Add missing `#include` to sort_test.cc.
d10c966b998 feat: Add `to_string` functions for toxencryptsave errors.
7bfd0dc8003 docs: Update the docs for group join functions
380dde9f2ae test: Add more logging to TCP connection constructor.
0f12f384c8c cleanup: Reduce stack frame sizes to below 4096 bytes.
bc43cec0626 chore: Happy new year!
fbe78f1702e cleanup: Add a `TOX_HIDE_DEPRECATED` check to hide deprecated symbols.
44d9da07e77 refactor: Use tox memory for group moderation/pack allocations.
7f26d520168 refactor: Use tox memory in group chats allocations.
2f62f3d0e77 refactor: Use tox Memory for group allocations.
8a968162041 chore: Add dispatch/events headers to bazel export.
2bbfb35abf6 docs: Output the error code string instead of int. in toxav logging
d55d0e4eaef cleanup: Remove redundant code for checking if group exists
2a6dc643338 chore: Upgrade dependencies for websockify.
fc0650601c1 fix: Allow peers to reconnect to group chats using a password

git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: d9b8fa6098de6c074038b6664d2572627540b148
2025-01-18 15:53:06 +01:00
Green Sky
5d779bb36c
fixes post imgui update 2025-01-18 14:33:29 +01:00
Green Sky
288d5a8adf
update imgui to v1.91.7
Merge commit 'b8ca49f7dc267a5f3a234b0b768c892a732ba83e'
2025-01-18 13:40:21 +01:00
Green Sky
b8ca49f7dc Squashed 'external/imgui/imgui/' changes from cb16568fca5..5c1d2d1e4c5
5c1d2d1e4c5 Version 1.91.7
9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937)
21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988)
c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators.
c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565)
290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565)
6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670)
32cea853317 Debug Tools:  Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651)
00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments.
a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004)
a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317)
1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314)
0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642)
e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302)
596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988)
e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988)
8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988)
940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min.
90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character.
1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280)
2b8545684ca Refactor: moved Window Focus related functions to a dedicated section.
bbbdc70f26b Refactor: moved FindBlockingModal() in its section.
e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166)
0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135)
3115ae08159 Demo: Font selector combo sets default focus.
cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180)
f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590)
af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180)
38e606a153b Examples: Add Win32+Vulkan example. (#8180)
a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180)
dbf76f62f9e Update issue_template.yml
e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates.
d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419)
2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266)
80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266)
f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294)
a0f907933d8 Happy new year!
c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293)
2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
87f3109c1af Fix capitalization of ImGuiID in comment. (#8283)
6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242)
18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch.
2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho)
006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends.
7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)"
61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)
d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer.
91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855)
eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651)
fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250)
9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation.
ae839620b96 Docs: Updated EXAMPLES.md (#8246)
457fae24e7a Silence more zealous GCC warning. (#8241)
cd6c83cdccb Fixes GCC warnings (#8241)
32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242)
e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242)
f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer.
13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231)
f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229)
324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890)
8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223)
4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223)
f9f4e22f6f7 InputText: some tidying up. (#7925)
4cc464eadc1 BeginListBox(): Comments (#8220)
1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable().
e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
f25665f3600 Version 1.91.7 WIP
993fa347495 Version 1.91.6
2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221)
c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933)
d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216)
d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling.
f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197)
921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197)
6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197)
fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933)
53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217)
2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933)
3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215)
18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture().
43fbd7ce840 Backends: standardized top of file comments.
566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537)
6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207)
70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201)
923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197)
43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196)
ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107)
19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107)
9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193)
dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check.
c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct.
90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture().
96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867)
2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933)
326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933)
e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933)
61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867)
9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153)
5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often.
dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often.
20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch.
551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options.
d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161)
5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161)
eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158)
142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor.
08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct.
40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators.
3260ea69545 Examples: Win32+DX12: Tweaks.
8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149)
e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651)
3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip.
f401021d5a5 Version 1.91.5
31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch)
01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro.
419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135)
17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133)
3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081)
3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking.
d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles.
df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921)
738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921)
6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)
57ab2b42260 Fixed unused function warning (#8130)
ec2f1d69c8d Docs: word-wrap some the older changelogs.
63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo.
be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h
88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129)
d4791f1bbef Fixed a comment typo. (#8128)
82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925)
75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925)
f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013)
71c77c081ac Demo: added a "Windows" section.
772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option.
f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs.
a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags
9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified.
0bde57c25a9 Font, Misc: remove qualifier from most font functions.
3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586)
d67e2eea1a0 Backends: Win32: internal rename.
81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104)
81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861)
ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085)
1039b7f543c Examples: added more build_win64.bat helpers.
a908d73c16a Backends: avoid missing -Wmissing-declaration warning.  (#8087, #7997)
b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083)
a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190)
06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463)
062e580436e Fixed copy/paste error in DebugModeWindow() (#8094)
4994e75852a Backends: DX12: Unmap() call specify written range.
41f02825fc5 Version 1.91.5 WIP
99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit.
83b64b8be22 Version 1.91.4
ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787)
3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard".
1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059)
0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav.
0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200)
db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071)
604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065)
38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited.
0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too.
e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes.
706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064)
04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts.  (#7927, #7187 + #6591, #6607)
83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064)
67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057)
971d243a872 Fixed typo (#8063)
49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924)
50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation.
97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused)
462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057)
ad37b79bca2 Nav: shallow tidying up.
626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200)
b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200)
ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009)
d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009)
349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417)
20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651)
c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665)
f29e505d94e CI: remove --disableLicenseExpirationCheck.
a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616)
9fbc3134591 InputText: amend 661bba0. (#8048)
661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048)
f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218)
c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641)
6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641)
92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641)
19b494df89f Examples: DirectX12: update Windows SDK version.
f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'.  (#6969, #5834, #7468, #3590
42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502)
74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode.
e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590)
9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'.
1dde20ff4a1 Version 1.91.4 WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
2025-01-18 13:40:21 +01:00
Green Sky
88b82b0cef
os backend refactor 2025-01-18 13:14:15 +01:00
Green Sky
46a2c981e7
update sdl again for a as close a possible to recent comparision 2025-01-15 23:34:40 +01:00
Green Sky
702c59e3e7
try fix SDL3-jar target missing 2025-01-15 00:49:22 +01:00
Green Sky
291d5370a3
update sdl for fix 2025-01-14 23:31:41 +01:00
Green Sky
c6688e47b3
update cmake versions 2025-01-13 01:56:35 +01:00
Green Sky
3518148a9a
also add vcpkg binary caching to android 2025-01-12 22:06:12 +01:00
Green Sky
cf2ba1946e
add vcpkg binary caching to ci/cd 2025-01-12 21:34:18 +01:00
Green Sky
90297633aa
try fix ubuntu no longer shipping x11 2025-01-10 20:38:26 +01:00
Green Sky
2fa116b76b
system tray support 2025-01-10 20:00:03 +01:00
Green Sky
859ad7df81
more window vis fixes 2025-01-10 18:13:11 +01:00
Green Sky
a417f9059e
refine hidden window logic for chatgui 2025-01-10 17:34:08 +01:00
Green Sky
4efdbf2e84
actually call update 2025-01-09 16:31:36 +01:00
Green Sky
59df8c6748
status indicator sets window icon 2025-01-09 16:24:59 +01:00
Green Sky
b226e9436d
update sdl to preview-3.1.8 2025-01-08 14:56:52 +01:00
Green Sky
0a83a1252b
fix icon generator (works now) 2025-01-08 14:12:59 +01:00
Green Sky
d9a6eed921
add tomato image generator helper functions (untested) 2025-01-08 01:41:31 +01:00
Green Sky
3647ff3d54
update deps and last seen first seen 2025-01-07 21:30:40 +01:00
Green Sky
0fb985c4f9
update sdl again 2025-01-02 16:15:40 +01:00
Green Sky
74df5dcca1
update SDL 2024-12-25 00:13:27 +01:00
Green Sky
378d95e9a7
add flake comment 2024-12-24 23:22:41 +01:00
Green Sky
586b49f4a8
fix rare race condition in debug vid src 2024-12-22 15:31:54 +01:00
Green Sky
ac951b2afa
update toxcore, includes ngc mem savings
Merge commit '261d2e53b7a513de7eb35e022fe3b2ae4efa835f'
2024-12-19 16:27:50 +01:00
Green Sky
261d2e53b7 Squashed 'external/toxcore/c-toxcore/' changes from 55752a2e2ef..11ab1d2a723
11ab1d2a723 fix: reduce memory usage in group chats by 75% Significantly reduced the memory usage of groups since all message slots are preallocated for every peer for send and receive buffers of buffer size (hundreds of MiB peak when save contained alot of peers to try to connect to)
4f09f4e147c chore: Fix tsan build by moving it to GitHub CI.
6460c25c9e0 refactor: Use `merge_sort` instead of `qsort` for sorting.
c660bbe8c95 test: Fix crypto_test to initialise its plain text buffer.
0204db6184b cleanup: Fix layering check warnings.
df2211e1548 refactor: Use tox memory allocator for temporary buffers in crypto.
ac812871a2e feat: implement the last 2 missing network struct functions and make use of them
29d1043be0b test: friend request test now tests min/max message sizes
93aafd78c1f fix: friend requests with very long messages are no longer dropped
819aa2b2618 feat: Add option to disable DNS lookups in toxcore.
0ac23cee035 fix: windows use of REUSEADDR
7d2811d302d chore(ci): make bazel server shutdown faster
1dc399ba20d chore: Use vcpkg instead of conan in the MSVC build.
14d823165d9 chore: Migrate to conan 2.
bdd17c16787 cleanup: Allocate logger using tox memory allocator.
b396c061515 chore(deps): bump third_party/cmp from `2ac6bca` to `52bfcfa`
2e94da60d09 feat(net): add missing connect to network struct
41fb1839c7b chore: Add check to ensure version numbers agree.
934a8301113 chore: Release 0.2.20
3acef4bf044 fix: Add missing free in dht_get_nodes_response event.

git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: 11ab1d2a7232eee19b51ce126ccce267d6578903
2024-12-19 16:27:40 +01:00
Green Sky
d71ebb79aa
asan cmake and frame pointer 2024-12-19 16:26:40 +01:00
Green Sky
bb510b685a
fix some crashes (how) and bitset wierdness 2024-12-18 21:39:50 +01:00
Green Sky
876f482391
fix sdl image loder io leak and send image popup fixes 2024-12-18 21:12:20 +01:00
Green Sky
42dd6d16d7
fix reading char from empty line 2024-12-18 16:21:11 +01:00
Green Sky
11ae259f67
texture cache refactor to later allow async loading 2024-12-16 00:32:07 +01:00
Green Sky
f2027befc8
fix bitset getting rendered all the time 2024-12-15 22:01:53 +01:00
Green Sky
9777cb81cb
remote (combined) bitset have 2024-12-14 23:47:04 +01:00
Green Sky
84ade4d683
local have bitset rendering 2024-12-13 00:53:48 +01:00
Green Sky
f89aeae62b
indicate have all on ft 2024-12-12 15:36:16 +01:00
Green Sky
c68a9a2245
improve tox joining code and add 2 common groups to join 2024-12-02 00:51:00 +01:00
Green Sky
1a12447804
more allocation optimizations 2024-12-01 12:52:39 +01:00
Green Sky
02600a3bc6
fix taking as copy instead of ref
major cause for temporary allocations
2024-11-30 16:01:29 +01:00
Green Sky
1faa7e5510
light cg reformatting 2024-11-29 19:25:45 +01:00
Green Sky
a0cc3c3fe7
fix webp encoder memory leak 2024-11-29 18:34:44 +01:00
Green Sky
f97134b841
compress debug info on *ix systems in cd
100mib -> 40mib
2024-11-20 12:57:05 +01:00
Green Sky
8777539c2c
add download priority (does not seem to work yet) 2024-11-20 12:55:46 +01:00
Green Sky
5708a83ba6
ft duration human readable
lower video bitrate to 1400kbits
2024-11-19 17:28:02 +01:00
Green Sky
2d54a3111c
update SDL 2024-11-15 23:17:32 +01:00
Green Sky
1cd1390901
windows breakpad 2024-11-15 16:25:32 +01:00
Green Sky
3fbbf80e8c
enable breakpad in cd on linux 2024-11-15 12:04:01 +01:00
Green Sky
281e681bf8
add breakpad support on linux 2024-11-15 12:04:01 +01:00
Green Sky
9277ef34f6
change some labels and display tox status in main menu bar
based on user feedback
2024-11-15 00:07:15 +01:00
Green Sky
9bf9753bd1
remove video bitrate hack following toxcore fix 2024-11-09 14:21:24 +01:00
Green Sky
cae0ab9c5c Squashed 'external/toxcore/c-toxcore/' changes from 03e9fbf3703..55752a2e2ef
55752a2e2ef fix(toxav): pass video bit rate as kbit Previously we unintentionally made it Mbit.
7e573280a75 docs(toxav): fix docs of toxav.h - fix units to be more readable - use width before height consistently - video -> audio typo
5f88a084e8c fix: friend_connections leak on allocation failure clean up when it only contains connections in the NONE state
6d27a1ae178 fix: wrong comment for closelist
ce4f29e8036 cleanup: Fix all `-Wsign-compare` warnings.
4d4251c397f chore: lower cirrus ci timeout drastically
40676284507 fix: events leak that can occur if allocation fails rare in practice, found by fuzzing
9610ac31c5f fix: Return an error instead of crashing on nullptr args in NGC.
a57c2c8f956 refactor: Make ToxAV independent of toxcore internals.
5752fc29f86 refactor: Make tox-bootstrapd use bool instead of int
df675786eb2 chore: Add release-drafter github action.
03fd7a69dcf chore: Use toktok's cmp instead of upstream.
350c0ba1205 cleanup: Sort apk/apt install commands in Dockerfiles.
8c1bda502cb chore(deps): bump golang.org/x/net
ddb9d3210da chore: Upgrade to FreeBSD 14.1 in cirrus build.
e9076f45bd3 chore(cmake): set options changes as cache and with force

git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: 55752a2e2ef894bfa6d7a2a21a0278e3f2bede7d
2024-11-09 13:44:30 +01:00
Green Sky
326d72a965
update toxcore, toxav fixes merged
Merge commit 'cae0ab9c5c75eda665d21dc36cfeef48c1e04b53'
2024-11-09 13:44:30 +01:00
765340a727
update to new tox interface 2024-11-06 10:52:33 +01:00
72d3575670
more human readable 2024-10-28 23:17:52 +01:00
31352ed06a
forgot to write id 2024-10-27 15:32:04 +01:00
2d96139d4a
prep message serl for file objects 2024-10-27 15:09:06 +01:00
92740c8dbe
use sr 2024-10-25 13:46:00 +02:00
a9d8c070bc
enable arm32 in the ci/cd 2024-10-19 11:24:09 +02:00
f93602e524
update sdl to latest 2024-10-18 17:46:52 +02:00
e82a99c312
add record audio permission to android 2024-10-07 18:57:03 +02:00
6a9e02e241
adjust hacky camera format selection to preselect the last 2024-10-07 12:07:03 +02:00
54409b01f5
fix file selector month and seconds remaining overflowing 2024-10-07 11:36:00 +02:00
8ba8b6322f
fan out camera devices 2024-10-06 21:31:16 +02:00
bc0f21175b
update tox sub 2024-10-06 19:59:42 +02:00
f7471ca4cb
update to rmmi 2024-10-06 11:57:14 +02:00
70bc3a47f2
add audio and cam permissions 2024-10-05 18:49:40 +02:00
788abb7383
try to fix android yuv texture uploading 2024-10-05 18:46:55 +02:00
211ecd1aa1
fix typo
thx nil
2024-10-05 17:50:02 +02:00
9402ff666f
more sdl upgrade changes 2024-10-05 15:44:29 +02:00
8de4c4b301 Squashed 'external/imgui/imgui/' changes from 8199457a7d9..cb16568fca5
cb16568fca5 Version 1.91.3
8db126188df Fixed static analyser warning. Amend b3c8747
3d399bcecab Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669)
b3c87475a5a Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
5109a77f697 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036)
014b722963f Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036)
f0575411c01 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
004f03945f3 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
655fcf82870 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
03f007d4cd1 Comments (#1651)
29cff2be068 Silence PVS Studio static analyzer false positives.
ba14c70b020 Comments. Fixed warnings.
199a44e31e2 Error Handling: fixed not rewinding to recorded tree and id stack size (#1651)
30c29d291fb Error Handling: enabled experimental recovery systems. (#1651, #5654)
8776678a462 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654)
718a594b1e1 Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR().  (#1651, #5654)
2360061520e Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654)
26785fd8731 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx().
797101a882b Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020)
9644c511835 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651)
d0107f5da23 Internals: misc tweaks to facilitate branch merging.
726aad8e088 Refactor: moved ImGuiContext contructor to imgui.cpp
44a73be6eaf TestEngine: log calls don't need testing hook active.
bc77041b578 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651)
7f81fbc5426 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010)
fb410463e6a Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328)
a727332e772 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328)
4aeae5d7189 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS.
d0750ee4e7d Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651)
0af2c4ef765 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999)
faca859043c Version 1.91.3 WIP
a9f72ab6818 Version 1.91.2
cfae5ac71b9 Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)
f7ba6453980 InputText: fixed not filling callback's SelectionEnd. (#7925)
e648dbb59d2 Tables: fixed auto-width columns when using synced-instances of same table. (#7218)
6aade6912a1 Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
dad9f45e3ed Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369)
71714eab536 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957)
11fba027e50 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
6ce26ef11d5 AddFont: added assert to better detect uninitialized struct. (#7993)
08b1496b7e5 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
1ac162f2b08 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523)
4925695ae88 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925)
7ac50bf77d0 InputText: more tidying up of selection search loop.
aef07aea274 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode)
b53d91a4c40 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925)
510b6adc9bb CI: disable month-long PVS Studio warning about expiring licence.
dab63231d88 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable.
4d00bf8add4 MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
6dcb7be35f8 CI: amend build tests for emscripten (#7965)
ac2ad79812e Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
52a6ab44b1f Doc: Fix typo. (#7974)
dc6346b763e Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976)
8807b01b288 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925)
19accb14a9e InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925)
3d1e593b5b1 InputText: amends: fixed next/prev word implementation. (#7925)
e240bc151a3 InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925)
1674fe96ff5 InputText: amends: add stb_textedit_text() api. (#7925)
d1b78179592 InputText: amends: renames, coding style. (#7925)
abd07f6d307 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925)
67cd4ead650 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
a8eec244056 Demo: fix some id conflicts. (#7961)
4236bc088fd Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190)
15cb7d61f98 InputText: moved imstb_textedit.h include to imgui_widgets.cpp
ca5701d4580 InputText: moved all ImGuiInputTextState functions to not be inline.
21d03edcb0c InputText: renamed namespace from stb_texture structure and added an indirection.
a2366f90224 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660)
a5cf4fe374d InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
d16cb171c66 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369)
193c1e23668 Version 1.91.2 WIP
d0b742efdee CI: build with Clang C++26 on Linux. (#7954)
4a1a38f7ed0 CI: Amend 943fd21.
943fd216eca CI: Amend e3cb016.
e3cb0163284 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954)
41eebc87a06 Fixed C++26 invalid enum operation (#7954)
1dfbb100d6c Version 1.91.1
f75cf62d2f3 Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933)
8dd33839f02 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933)
722a2a12fb2 Tables: comments. (#7937)
776813416b5 PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072)
afb15e97958 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072)
f99febfd6fa Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143)
a93f7db875c Misc merge/small stuff from docking to reduce drift.
30dcdcbe736 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660)
07be01767af Demo: added emscripten version. (#7915)
4832027eb6a Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
6a7319543c4 Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807)
ee9e3a2ed66 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
4a06fe59b4d Update FONTS.md (#7944)
28caa223567 Fix minor typo (#7943)
1d88609043f Changed call from cosf to ImCos (#7939)
864a2bf6b82 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428)
a131c3e6111 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752)
0b9adc2c799 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders.
1e939fcc32a Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973)
088e6fc0471 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544)
438f9e1a3e7 InputText: amend d474ed7 for static analysis. (#7913)
ce484301c0f CI: Add manual trigger for 'workflow_run' builds (#7865)
d474ed7f78c InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383)
d15da2c47d9 Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e).
5de7f69cbb9 (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390)
214977e5fd1 IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn.
e54f240ea0a IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278)
9ff60ae31d5 IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660)
ba2f4a2cd56 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660)
e6460722ea1 IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty.
8e401047952 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString().
bf75504d7a4 Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
521f84a3a9f InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
8a946b69e98 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode).
59e69dc6df7 ImGuiSelectionBasicStorage constructor needs visibility (#7906)
e471206b088 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
eb7201b9026 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903)
ecb1962013d IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features.
092c88dc7bd IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
fabceaf0369 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit.
61313a75891 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832)
2d99052d1d4 Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853)
1b61d55079a Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
591a18a9c4b Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853)
29fadad1939 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
45e7f7827a5 Examples: SDL2+SDLRenderer: fixed return value. (#7876)
3232070d3ab Demo: Fixed truncation warning. (#7857)
4b654db9040 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864)
8cc6eee2958 Fonts: amend assert when glyph range data seems incorrect. (#7856)
6864a7f839c Window refresh policy: extend tests to any window in the begin stack. (#7797)
531364d7289 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797)
9f8f5e11455 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850)
2981a10c537 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850)
5e7dc72c926 Examples: SDL3: Update readme to use SDL3_DIR (#7846)
fd57b252ac1 Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844)
71ee2ce3673 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
887478793b8 Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
dcf54782d4b Version 1.91.WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: cb16568fca5297512ff6a8f3b877f461c4323fbe
2024-10-05 14:44:00 +02:00
abd95b949f
update imgui to v1.91.3 Merge commit '8de4c4b301ed2398791f7b0565af419f1c094ed2' into update_sdl_imgui 2024-10-05 14:44:00 +02:00
cdc90f975e
update sdl and sdl_image 2024-10-05 14:42:56 +02:00
7886dc5e39
support direct yuv texture upload (limited) and update dvt 2024-10-05 13:53:55 +02:00
050af74ef2
fix messed up sink cleanup 2024-10-05 13:30:47 +02:00
ee8604b234
use last camera device instead of first
this should prio new devices (like virtual cameras)
2024-10-05 11:59:12 +02:00
3475f0751f
prep for toxav multithreading 2024-10-05 11:17:44 +02:00
09c8bbfcc6
video src now picks the best <=1080p mode 2024-10-03 16:42:07 +02:00
14a726ad75
move DVT conversion to connection 2024-10-03 16:05:21 +02:00
7cb4f67f96
use sdl yuv to yuv conversion, and better fallbacks
display intended main screen intervals
actually report min interval in debug view and more
2024-10-03 12:33:52 +02:00
a290bec8f1
add experimental NV12 to IYUV conversion routine 2024-10-02 23:35:33 +02:00
2554229211
sdl camera input source 2024-10-02 18:51:35 +02:00
54a57896b6
sdl video push conversion stream and toxav video sink 2024-10-02 12:42:17 +02:00
51ec99a42f
add toxav incoming video (sdl video) 2024-10-02 11:45:06 +02:00
b5d0d16d31
enable toxav in cd 2024-10-01 21:27:41 +02:00
0039340fd5
further small reframer fixes, workaround distortion bug by wrapping sdl
input with reframer (magic fix, someone pls tell my why)
2024-10-01 18:30:20 +02:00
45e6fe0033
toxav param to flake 2024-10-01 12:42:49 +02:00
84c48d7f5a
add simple reframer tests (no errors found) 2024-10-01 12:05:08 +02:00
acbc1552eb
refactor pop reframer 2024-10-01 11:39:26 +02:00
9501292fc9
accept call 2024-10-01 11:13:27 +02:00
a1d3e0a480
improve src filling with lookup table 2024-09-30 12:37:40 +02:00
0886e9c8ef
fix toxav interval (sad) 2024-09-30 00:10:04 +02:00
064106c6b2
add audio incoming source 2024-09-30 00:10:04 +02:00
06c7c1fa37
add broken reframer and voip changes 2024-09-30 00:10:04 +02:00
472615a31f
wip toxav voip model (only asink and outgoing call and missing reframer) 2024-09-30 00:10:04 +02:00
0acabf70b7
voip model draft 1 2024-09-30 00:10:03 +02:00
d8a58ee286
amends to prev commit (oops) 2024-09-30 00:08:56 +02:00
28be54ac97
fix audo connection for sinks and add a try catch block for the file sorting 2024-09-29 18:24:34 +02:00
ce6febdc29
dvt default output 2024-09-29 13:09:04 +02:00
3d8deb310e
implement stream default src/sink 2024-09-28 19:16:57 +02:00
248b00dafb
add video frame type and debug viewer and debug test source
the test source thread will always exist for now
the debug view will open a window for each connection
2024-09-28 11:56:47 +02:00
59cdb2638f
improve toxav module 2024-09-27 22:37:06 +02:00
61b9044f94
add sdl audio input/output devices and add by default (if audio works) 2024-09-27 17:38:14 +02:00
d89ab0bf42
add stream manager ui 2024-09-27 16:05:16 +02:00
b899b8131e
start porting frame streams 2024-09-27 13:26:18 +02:00
3bdf262068
give raw time remaining estimate based on rate 2024-09-24 12:05:29 +02:00
fe6c5391a2 Squashed 'external/toxcore/c-toxcore/' changes from 671b1f92332..03e9fbf3703
03e9fbf3703 fix: Use Opus in the CBR mode

git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: 03e9fbf3703e430d21138c4f69e9ac7dbefb7564
2024-09-22 12:48:22 +02:00
c9f34e4656
update toxcore Merge commit 'fe6c5391a2272681261b85faf352728b15774ef4' 2024-09-22 12:48:22 +02:00
86ce199ac8
improve menus 2024-09-22 12:35:19 +02:00
557a642ad3
update sdl and sdl_image again (contains v4l2 fix) 2024-09-19 14:01:47 +02:00
fd4c16d090 Squashed 'external/toxcore/c-toxcore/' changes from da438763d5b..671b1f92332
671b1f92332 fix: toxav rtp temp buffer allocation size was too large and cast from 32bit to 16bit, causing a overflow and making the allocated size too small
258148bd4e1 chore(ci): new minimum for all android versions is 21
d369c93c489 chore: Fix Emscripten build failing with no host specified
51b24d1c239 chore: Run CompCert on the stable branch of libsodium
cab1f7d522b chore: Update WineHQ's apt key hash
102a1fa9b82 chore: Fix -Werror=maybe-uninitialized in a test
cc9515da9c7 chore: Fix cpplint failing to install
3485b5feef3 chore: Disable -Wswitch-default and -Wunsafe-buffer-usage
719041e04b6 chore: Fix Circle CI failing on a missing clang lib
5344d7f84d0 fix: Memory leak in the bootstrap daemon
fa201681e18 cleanup: Remove useless if clause
7572888a218 chore: Fix GitHub actions deprecation warnings

git-subtree-dir: external/toxcore/c-toxcore
git-subtree-split: 671b1f92332a8314dccf76d5df93c0b6c1230636
2024-09-19 13:45:12 +02:00
6af0ddc3ec
c-toxcore latest master Merge commit 'fd4c16d090fa334ffe36b4be7961c46a800c2038' 2024-09-19 13:45:12 +02:00
407c7cfadd
fix sdl_image options names following the update 2024-09-19 09:23:39 +02:00
3b399fec5c
update sdl and sdl_image to latest 2024-09-09 11:49:32 +02:00
4b9fd6db81
more/better humanreadable sizes 2024-09-06 13:38:14 +02:00
7e92e9808e
reorder, as jxl was not used by every app providing clipboards and sdl
still has no way to know which mimetype was set last
2024-08-31 17:24:32 +02:00
a3c9be2348
rework mime types, support pasting file lists, SIP when dropping single files 2024-08-13 16:17:25 +02:00
73afcfaaeb
improve file selector performance (20% in my extreme case) 2024-08-13 12:30:42 +02:00
08c9ba3983
add example config file 2024-08-10 17:45:50 +02:00
ebbaaa93b1
ci/cd maintenance
remove extra ;
2024-08-10 12:04:43 +02:00
f9c9eefb40
fix config tox profile path relative to config and load plugins from
config and skip setup screen option
2024-08-10 11:46:29 +02:00
b133c5f79f
static asan and reorder forward/open 2024-08-10 10:53:57 +02:00
b48d7e3cfd
better context 2024-08-06 12:47:47 +02:00
c7ba6d19ad
more consistend forward menu 2024-07-31 18:30:02 +02:00
84b1bb45b9 Squashed 'external/imgui/imgui/' changes from c2d21ab04f2..8199457a7d9
8199457a7d9 Version 1.91.0
ec9a4ef487a Clipper: accept that no item have been submitted if in indeterminate Begin(INT_MAX) mode. (#1311, #3823)
1b44e404449 Demo: re-use tree data. Fix property editor vertical alignment. Tweak recent memory allocation monitor.
1f634f1d94e Eaxmples: Android: Fix build failed issue. (#7832)
ce3a8d7c79f Demo: MultiSelect: added tree demo. (#6990, #3823, #1861)
c2a3d5e47b0 Comments, minor tweaks to ImGuiTextFilter.
df387049268 Added SetNextItemStorageID() for tree nodes. (#7553, #6990, #3823, #1131)
b847c414372 MultiSelect: BoxSelect: fixed using in frozen table. (#7821, #5143) + added Demo.
249d5caedbe Tables: storing LastFrozenHeight for frozen requests that don't have actual freezing due to zero scrolling. (#7821, #5143)
c7b92560977 Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from the hovered state. (#7820)
96460a8a126 InputText: Added '\' and '/' as word seperator. (#7824, #7704)
79e83d65352 Docs: misc update.
d42fa46dc6b Misc micro-optimizations related to hot-path of dealing with a large clipped tree.
692bee5f221 Added GetID(int) variant for consistency. (#7111)
b3ba6b30952 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)
3f9a90e2a3c Docs: added extraneous link to Getting Started section.
b20f62b162e Obsoleted GetContentRegionMax().
4227402b2fe Internals: removed GetContentRegionMaxAbs() which was only meaningfully used in place of GetContentRegionAvail().
055b2e80fbe Moved everyone's best friend GetContentRegionAvail() to a more prominent position.
aad86b8756b Obsoleted GetWindowContentRegionMin() and GetWindowContentRegionMax().
55f54fa512f Internals: comment out obsolete g.ActiveIdUsingNavInputMask obsoleted two years ago. (#4921, #4858, #787, #1599, #323)
ed356dc1812 MultiSelect: BoxSelect: fixed box-select from void setting nav id multiple times.
237165a9359 MultiSelect: fixed an issue caused by previous commit.
a285835ac4a MultiSelect: add internal MultiSelectAddSetAll() helper.
79b77d91c98 MultiSelect: sequential SetRange merging not generally handled by box-select path, useful for others.
e3da939b86f Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
b67b375ae69 Debug Log: fixed incorrect checkbox layout when partially clipped., doesn't parse 64-bits hex value as ImGuiID lookups.
97c6f4047cc CollapsingHeader: left-side outer extend matches right-side one (moved left by one pixel)
1230b4410cd Internals, TreeNode, Selectable: tweak span_all_columns paths for clarity.
4d8c56c8133 Internals, TreeNode: indent all render block into its own scope (aim is to add a is_visible test there later)
fe09ebbe0a1 Backends: OpenGL3: Fixed unsupported option warning with apple clang (#7810)
605c8d71101 Demo: Property Editor: using ImGuiChildFlags_NavFlattened now that a bug is fixed. Fixed static analyzer.
97ff9bd3703 Nav: fixed c licking window decorations (e.g. resize borders) from losing focused item when within a child window using ImGuiChildFlags_NavFlattened.
c3dca77a197 Demo: rework Property Editor.
fd994943c2d Added a comment hinting at how to set IMGUI_API for shared librairies on e.g. Linux, macOS (#7806)
da363363219 TabBar, Style: added style option for the size of the Tab-Bar Overline (#7804)
eb72b5a8eee Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
f9cda1fa245 Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
b6e313bc05d MultiSelect: using ImGuiMultiSelectFlags_NoRangeSelect ensure never having to interpolate between two ImGuiSelectionUserData.
168ef39984c Demo: moved menu bar code to its own function.
57eea6746e6 Demo: moved some fields inside a struct.
2546d0a0dbe Demo: moved ExampleTreeNode, ExampleMemberInfo above in the demo file. Tidying up index.
d7e605d4309 Merge branch 'features/range_select'
02c31a8dd1f MultiSelect: added Changelog for the feature. Removed IMGUI_HAS_MULTI_SELECT.
2688562fd2d MultiSelect: Better document how TreeNode() is not trivially usable yet.
7814518049e MultiSelect: ImGuiSelectionBasicStorage: optimized for smaller insertion amounts in larger sets + fix caling batch select with same value.
1b635224465 MultiSelect: Box-Select: handle Esc to disable box-select.
2697cfe3546 MultiSelect: Box-Select: uses SetActiveIdUsingAllKeyboardKeys() to avoid nav interference, much like most drag operations.
7d4de84ee3c MultiSelect: added courtesy ImGuiMultiSelectFlags_NavWrapX flag so we can demo this until a nav api is designed.
d411c9054ad MultiSelect: minor tidying up.
3f34c83bc6e MultiSelect: added ImGuiMultiSelectFlags_NoAutoClearOnReselect + tweak flags comments. (#7424)
529c73ba218 MultiSelect: Shift+Tab doesn't enable Shift select on landing item.
a8a1f295126 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect2d. Which include not assuming one flag imply the other.
c52346850d7 MultiSelect: ImGuiSelectionBasicStorage: added PreserveOrder, maintain implicit order data in storage.
df664329cb5 MultiSelect: provide RangeDirection to allow selection handler to handler backward shift+click.
3ac367ff41b MultiSelect: ImGuiSelectionBasicStorage: (breaking) rework GetNextSelectedItem() api to avoid ambiguity/failure when user uses a zero id.
f472f170540 Demo: Assets Browser: added a way to disable sorting and hide sorting options.
c07864f64ab MultiSelect: ImGuiSelectionBasicStorage: move function bodies to cpp file.
2af3b2ac815 MultiSelect: ImGuiSelectionBasicStorage: simplify by removing compacting code (compacting may be opt-in?).
e61612a6873 MultiSelect: ImGuiSelectionBasicStorage: rework to accept massive selections requests without flinching.
e1fd25051e1 MultiSelect: ImGuiSelectionBasicStorage: added GetNextSelectedItem() to abstract selection storage from user. Amend Assets Browser demo to handle drag and drop correctly.
c3d7aa252b3 MultiSelect: comments, header tweaks., simplication (some of it on wiki).
db4898cb913 MultiSelect: added ImGuiSelectionExternalStorage helper. Simplify bool demo.
f9caf4447a6 MultiSelect: fixed ImGuiSelectionBasicStorage::Swap() helper.
c94cf6f01fe MultiSelect: added ImGuiSelectionBasicStorage::GetStorageIdFromIndex() indirection to be easier on the reader.
ab995d3d4f3 MultiSelect: (breaking) Added 'items_count' parameter to BeginMultiSelect(). Will enable extra features, and remove equivalent param from ImGuiSelectionBasicStorage::ApplyRequests(.
443b034895c MultiSelect: mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.
f6b5caf82c7 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect1d, ImGuiMultiSelectFlags_BoxSelect2d -> ImGuiMultiSelectFlags_BoxSelect.
7bbbbea2004 MultiSelect: Box-Select: fixes for checkboxes support. Comments.
2f56df48398 MultiSelect: (breaking) renamed ImGuiSelectionBasicStorage::AdapterData to UserData.
1113f13f838 MultiSelect: Box-Select: fixed "when dragging from void" implementation messing with calling BeginMultiSelect() without a selection size.
81548cb6bf3 MultiSelect: added GetMultiSelectState() + store LastSelectionSize as provided by user, convenient for quick debugging and testing.
dc0a1682e3b MultiSelect: Box-Select: when dragging from void, first hit item sets NavId by simulating a press, so navigation can resume from that spot.
65ebc0513b2 MultiSelect: Box-Select: minor refactor, tidying up.
9435a3185af RangeSelect/MultiSelect: (Breaking) Added current_selection_size to BeginMultiSelect().
955210ae5bf MultiSelect: Demo: use Shortcut().
0be238ec587 MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (#7424)
e7a734f78d1 MultiSelect: added ImGuiMultiSelectFlags_NoAutoSelect, ImGuiMultiSelectFlags_NoAutoClear features + added Checkbox Demo
a639346fbaf MultiSelect: Demo: make various child windows resizable, with synched heights for the dual list box demo.
2111e3597bc MultiSelect: Comments + tweaked location for widgets to test ImGuiItemFlags_IsMultiSelect to avoid misleading into thinking doing it before ItemAdd() is necessary.
dbc67bbf23f MultiSelect: Simplified ImGuiSelectionBasicStorage by using a single SetItemSelected() entry point.
f36a03c317a MultiSelect: (Breaking) merge ImGuiSelectionRequestType_Clear and ImGuiSelectionRequestType_SelectAll into ImGuiSelectionRequestType_SetAll., rename ImGuiSelectionRequest::RangeSelected to Selected.
b13a78e6b2d MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow.
9337151a013 MultiSelect: Box-Select: Fixed initial drag from not claiming hovered id, preventing window behind to move for a frame.
3141d87ef81 MultiSelect: Box-Select: Fixed CTRL+drag from void clearing items.
8312c75fef0 MultiSelect: Added ImGuiMultiSelectFlags_NoRangeSelect. Fixed ImGuiMultiSelectFlags_ScopeRect not querying proper window hover.
d439f590ab5 MultiSelect: Comments + Assets Browser : Tweak colors.
6c4bf8e56ec MultiSelect: Fixed ImGuiSelectionBasicStorage::ApplyRequests() incorrectly maintaining selection size on SelectAll.
f3d77d8e71b MultiSelect: Box-Select: Further refactor to extra mode code away from multi-select function into box-select funcitons.
907268a4305 MultiSelect: Box-Select: Fixed scrolling on high framerates.
5d9de14493c MultiSelect: Box-Select: Refactor: Renames.
75bac1aac67 MultiSelect: Box-Select: Refactor into its own structure, designed for single-instance but closer to being reusable outside Multi-Select.
15391762ddb MultiSelect: Box-Select: Added ImGuiMultiSelectFlags_BoxSelect2d support. Enabled in Asset Browser. Selectable() supports it.
1ac469b50f5 MultiSelect: Box-Select: Fixed holes when using with clipper (in 1D list.)
7546a2d345c MultiSelect: Demo: Assets Browser: track scrolling target so we can roughly land on hovered item.
750e23998f5 MultiSelect: Demo: Assets Browser: added deletion support. Store ID in selection. Moved QueueDeletion to local var to emphasis that this is a user extension.
51fe0bfcf64 MultiSelect: reworked comments in imgui.h now that we have our own section.
0f633c1d99b MultiSelect: move demo's ExampleSelection to main api as a convenient ImGuiSelectionBasicStorage for basic users.
e0282347db7 MultiSelect: remove ImGuiSelectionRequest/ImGuiMultiSelectIO details from public api to reduce confusion + comments.
0af6fbb51d5 MultiSelect: added support for nested/stacked BeginMultiSelect().
b747d6fe591 MultiSelect: Demo: rework and move selection adapter inside ExampleSelection.
aa4d64be925 MultiSelect: Box-Select: added scroll support.
f904a6646c2 MultiSelect: Box-Select: added support for ImGuiMultiSelectFlags_BoxSelect.
90305c57e43 MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_ClearOnClickWindowVoid -> ImGuiMultiSelectFlags_ClearOnClickVoid. Added ImGuiMultiSelectFlags_ScopeWindow, ImGuiMultiSelectFlags_ScopeRect.
bf017954830 Demo: Assets Browser: add hit spacing, requierd for box-select patterns.
3d41994a632 MultiSelect: simplify clearing ImGuiMultiSelectTempData.
33fc61a091e MultiSelect: use a single ImGuiMultiSelectIO buffer.
5941edd9f7c MultiSelect: added support for recovery in ErrorCheckEndWindowRecover().
c527cba4700 MultiSelect: we don't need to ever write to EndIO.RangeSrcItem as this is not meant to be used.
6feff6ff051 MultiSelect: (Breaking) io contains a ImVector<ImGuiSelectionRequest> list.
a6adfb2b494 MultiSelect: added missing call on Shutdown(). Better reuse selection buffer.
c3998b70ccb MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h.
2765fdb43ea MultiSelect: removed seemingly unnecessary block in BeginMultiSelect().
88df5901458 Demo: Assets Browser: store items, sorting, type overlay.
d18e57e6732 Demo: Assets Browser: Added assets browser demo.
82de6c470b1 MultiSelect: Added ImGuiMultiSelectFlags_SelectOnClickRelease to allow dragging an unselected item without altering selection + update drag and drop demo.
5628dda5a5c MultiSelect: move shared logic to MultiSelectItemHeader().
9da4efed2a1 MultiSelect: moved RequestClear output so it'll match request list version better. Use Storage->RangeSrcItem in EndMultiSelect().
a6f43dfadda MultiSelect: ImGuiMultiSelectIO's field are not used during loop anymore, stripping them out of comments.
dce02f5c4b0 Demo: Dual List Box: Added a dual list box (6648)
ba698df7bbd MultiSelect: Demo: Deletion: Various renames to clarify. Use adapter and item list in both ApplyDeletion functions.
e1d21092087 MultiSelect: Demo: Deletion: Rework ApplyDeletionPreLoop to use adapter + fix PostLoop not using right value of RequestFocusItem.
fa516c3d765 MultiSelect: Demo: Make ExampleSelection use ImGuiID. More self-explanatory.
530155d85aa MultiSelect: Demo: Remove UserDataToIndex from ExampleSelectionAdapter.
8c1f659b3dc MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code accross examples using different storage systems.
8fe6b319528 MultiSelect: (Breaking) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor.
6ddc5f38afa MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc.
c3753809b1d MultiSelect: Demo: rework ExampleSelection names to map better to typical user code + variety of Comments tweaks.
ff95fdb668a MultiSelect: (Breaking) RequestSetRange's parameter are RangeFirstItem...RangeLastItem (which was always ordered unlike RangeSrcItem...RangeDstItme). Removed RangeDstItem. Removed RangeDirection.
af83a3eea44 MultiSelect: clear selection when leaving a scope with a nav directional request.
6821401a3f0 MultiSelect: Tweak debug log to print decimal+hex values for item data.
c9eb3714e8b MultiSelect: move HasSelectionData to ImGuiItemFlags to facilitate copying around in standardized fieds.
e82b49d2d46 MultiSelect: (Breaking) Use ImGuiSelectionUserData (= ImS64) instead of void* for selection user data.
140a2f0565b MultiSelect: Comments, tweaks.
847b1dde8c5 MultiSelect: (Breaking) Fix + Rename ImGuiMultiSelectFlags_NoMultiSelect to ImGuiMultiSelectFlags_SingleSelect as it seems easier to grasp.
0cf376348bc MultiSelect: Cleanup unused comments/code.
ab9326f4ae9 MultiSelect: Fixed right-click handling in MultiSelectItemFooter() when not focused.
e3616e151ff MultiSelect: Demo: Delete items from menu.
c0035705cae MultiSelect: Further simplication of user code to support Deletion.
df1eeb9a20d MultiSelect: Maintain NavIdSelected for user. Simplify deletion demo.
9223ffc2552 MultiSelect: (Breaking) BeginMultiSelect() doesn't need two last params maintained by users. Moving some storage from user to core. Proper deletion demo.
564dde0ee34 MultiSelect: Demo: first-draft of user-side deletion idioms.
387fc138945 MultiSelect: Clarify and better enforce lifetime of BeginMultiSelect() value.
961b81c3628 MultiSelect: Tidying up/simpllifying MultiSelectItemFooter().
1ea9ca748cd MultiSelect: Remove the need for using IsItemToggledSelection(). Update comments.
6ef70a97fd4 MultiSelect: Remove ImGuiMultiSelectFlags_NoUnselect because I currently can't find use for this specific design.
ccf43d6a964 MultiSelect: (Breaking) Renamed 'RangeValue' -> 'RangeSelected' + amend comments.
a83326bc529 MultiSelect: (Breaking) Renamed 'RangeSrc -> 'RangeSrcItem', "RangeDst' -> 'RangeDstItem'
a39f9e76614 MultiSelect: Internals rename of IO fields to avoid ambiguity with io/rw concepts + memset constructors, tweaks.
c61ada200f9 MultiSelect: Demo tweak. Removed multi-scope from Advanced (too messy), made it a seperate mini-demo.
35b5ebc9b55 MultiSelect: (Breaking) Rename ImGuiMultiSelectData to ImGuiMultiSelectIO.
11bcae1ebd4 MultiSelect: refactor before introducing persistant state pool and to facilitate adding recursion + debug log calls.
5d71314f712 MultiSelect: removed DragDropActive/preserve_existing_selection logic which seems unused + comments.
85954c845e3 MultiSelect: Enter can alter selection if current item is not selected.
d2f208a30c4 MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo.
815c61b82eb MultiSelect: Fixed needing to set RangeSrcPassedBy when not using clipper.
78cb1661cb5 MultiSelect: Shallow tweaks/refactors.
a05700e3272 MultiSelect: Enter doesn't alter selection (unlike Space).
35bbadcf0c7 MultiSelect: Added ImGuiMultiSelectFlags_ClearOnClickWindowVoid. + Demo: showcase multiple selection scopes in same window.
b91ae122e15 MultiSelect: Demo: Added pointer indirection and indent level.
19086c1c489 MultiSelect: Added ImGuiMultiSelectFlags_ClearOnEscape (unsure of best design), expose IsFocused for custom shortcuts.
919cac14829 MultiSelect: Demo: Add a simpler version.
ad5d3c9bff8 MultiSelect: Fixed issue with Ctrl+click on TreeNode + amend demo to test drag and drop.
b9721c1ed71 MultiSelect: Temporary fix/work-around for child/popup to not inherit MultiSelectEnabled flag, until we make mulit-select data stackable.
00c4b8f2a34 MultiSelect: Fix testing key mods from after the nav request (remove need to hold the mod longer)
3ba3f0d905f MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection().
0479b188d06 MultiSelect: Comments. Tweak demo.
9aeebd24f77 MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id. Added demo code.
7abda179af6 MultiSelect: Fix for TreeNode following merge of 011d4755. Demo: basic test for tree nodes.
9c7183dd048 MultiSelect: Transition to use FocusScope bits merged in master.
4afbfd5e719 MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData()
17c4c2154a1 MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings.
57da88093f5 MultiSelect: Added IMGUI_HAS_MULTI_SELECT define. Fixed right-click toggling selection without clearing active id, could lead to MarkItemEdited() asserting. Fixed demo.
8947c35fa1e MultiSelect: Removed SelectableSpacing as I'm not sure it is of use for now (history insert)
554db6bc0f3 MultiSelect: WIP range-select (#1861) (rebased six millions times)

git-subtree-dir: external/imgui/imgui
git-subtree-split: 8199457a7d9e453f8d3d9cadc14683fb54a858b5
2024-07-31 18:17:17 +02:00
78a2e0751b
update imgui again, this time back on tag v1.91.0 2024-07-31 18:17:17 +02:00
60f2c07a6a
update sdl and sdl_image 2024-07-31 18:14:41 +02:00
Erik Scholz
2abf09ac06
refactor file from messages to objects (#27)
* part 1 move files from messages to objects tomato - did not touch chat_gui yet, but image loaders and other stuff
* part 1.1
* part 2, mostly chatgui - also ngcft1 behind the scenes
* part 3 - port over rest, except for avatar_manager, which is effectivly disabled
* fix surface missused causing bmp loader to crash
* fixing small issues and small forward refactor
2024-07-31 18:10:52 +02:00
f27d178b78
update deps (prep) 2024-07-20 23:18:35 +02:00
b550810db5
start with toxav interface (wip)
no callbacks yet, gonna use threading
2024-07-20 13:46:41 +02:00
09372b3865
os update 2024-07-20 13:18:50 +02:00
ca037b6bad
update stb to latest master Merge commit 'ac7437c89bbd8a6626c9f05548bbddfc1a961793' 2024-07-18 14:39:09 +02:00
ac7437c89b Squashed 'external/stb/stb/' changes from f4a71b13373..f7f20f39fe4
f7f20f39fe4 update README
8503b888748 Merge branch 'resize_latest' of https://github.com/jeffrbig2/stb into working
6e9f34d5429 Merge branch 'master' into working
2a584248766 2.09 resize - fix defines for GCC arm 32
013ac3beddf stb_image: fix gcc bounds-check warning (believed erroneous)
449758bd74c update stb_image_resize2.h
43201e7788f image resize 2.07
ae721c50eaf Merge pull request #1609 from jeffrbig2/fix_coeffs
2fb057af65b remove test
1828f357dc8 Fix bug in coeff generation on more than 3x downsamples with width and height scale equal
b7cf1246284 stb_image: fix VC6
c59da6729e0 Mark row0 as unused
7f7e3469cf2 clean up comments
7a075fe7c79 Fix 2 pixel to 1 pixel with wrap Fix output buffer for output callback
177b6c6d9d5 Merge branch 'patch-1' of https://github.com/mundusnine/stb into working
2a74e27bdc4 Merge branch 'floatfix' of https://github.com/ybungalobill/stb into working
c497f727861 Merge branch 'dev' into working
aac5e88febc Add contributor
84fa046c7c9 Fix custom types having a string_len of 0(always)
b1947dd6cfb pre-C99; decrease epsilon
d84b174fd35 add self
d7a44685a82 use STBTT_fabs
7e2ade58ea2 stb_truetype -- fix floating point comparison against zero by using a correct epsilon

git-subtree-dir: external/stb/stb
git-subtree-split: f7f20f39fe4f206c6f19e26ebfef7b261ee59ee4
2024-07-18 14:39:09 +02:00
99cb817353
update libwebp to 1.4.0 2024-07-18 14:38:02 +02:00
3490704d64
fix sdl new string policies 2024-07-18 14:23:22 +02:00
43e233c233 Squashed 'external/imgui/imgui/' changes from 070c046cd1f..c2d21ab04f2
c2d21ab04f2 Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (#7801)

git-subtree-dir: external/imgui/imgui
git-subtree-split: c2d21ab04f26a9846fc303dae710a57446bbe4d3
2024-07-18 14:19:20 +02:00
468eac8e6b
update imgui again (still wip but newer sdl) Merge commit '43e233c2333d4fd5cd4ac19b135ccf85c4740384' 2024-07-18 14:19:20 +02:00
d838933e0e
update sdl again (imgui was fixed) 2024-07-18 14:18:15 +02:00
66a9271f44
android: disable titlebar 2024-07-18 12:56:33 +02:00
25b55b3530
also fix android 2024-07-18 12:31:28 +02:00
9fd2440ec6
update flake and code 2024-07-18 12:22:15 +02:00
d6d91e61f4
fix sdl commit 2024-07-18 11:12:28 +02:00
1dccce8097 Squashed 'external/imgui/imgui/' changes from 6f7b5d0ee2f..070c046cd1f
070c046cd1f Internals: rename recently added TreeNodeIsOpen() -> TreeNodeGetOpen(). (#7553, #1131, #2958, #2079, #722)
7c6d4ff28de TreeNode: Internals: facilitate dissociating item ID from storage ID (useful for 1861)
8bab3eab6a8 Clipper: added SeekCursorForItem() function, for use when using ImGuiListClipper::Begin(INT_MAX). (#1311)
74a1854db9a Nav, Demo: comments.
669021be4cd Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
67e9aa4d3df Demo: Property Editor: add basic filter.
4247f190c23 Demo: Property Editor: rearrange code + replace use of bool to proper ImGuiChildFlags.
9c1f922b02b Fixed pvs-studio warning.
0e4dcfa5529 Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_NoTabStop.
3de75138d1c (Breaking) Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
0de88a928d7 Added ImGuiItemFlags_AutoClosePopups as a replacement for internal's ImGuiItemFlags_SelectableDontClosePopup. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
b4ca869c407 (Breaking) Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_ButtonRepeat.
7e0800e7186 Added PushItemFlag(), PopItemFlag(), ImGuiItemFlags.
46691d172ec Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and struct description data that a real application would want to use.
bc9e5b62b6b Added ImGuiDataType_Bool for convenience.
ac7d6fb5ca0 Internals: Added TreeNodeIsOpen() to facilitate discoverability. (#7553, #1131, #2958, #2079, #722)
9c2f6003e4f Backends: SDL3: fixed typo leading to PlatformHandleRaw not being set leading to SHOWNA path not working for multi-viewports.
df3a74389e8 Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
126569ad5b3 Fix definition check (#7793)
c3c90b49e03 Examples: SDL3+OpenGL: Update for API changes: SDL_GL_DeleteContext() renamed to SDL_GL_DestroyContext().
a8e96ae21a4 Backends: GLFW+Emscripten: Fixed build (#7647)
2937339c175 Backends: GLFW+Emscripten: Added support for GLFW3 contrib port. (#7647)
6816789a6b0 Backends: GLFW+Emscripten: (Breaking) Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWwindow* parameter. (#7647, #7600)
9504068f66c Backends: Win32: fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN (#7768, #4858, #2622)
6b6026b1332 DemosFix typo in help text in demo Tables/Borders (#7780)
1ec1f7a3de2 Fixed Unix version of PlatformOpenInShellFn_DefaultImpl. (#7772, #7660)
2d0baaabe62 TreeNode: rename/rework ImGuiNavTreeNodeData system to be usable by more features. (#2920, #1131, #7553)
0a73c6ec3f6 Misc tweaks, comments.
0ebf49b4c1f IO: amend PlatformOpenInShellFn specs to return a bool. (#7660)
380b3559c6d Backends: GLFW,SDL2: Added ioPlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
05a4f280596 Internals: added FontScale storage (amend 0f63d3e).
5496050f5f2 Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
0f63d3e9164 Internals: added FontScale storage.
dadf9cd039b IO: disable default io.PlatformOpenInShellFn() implementation on iPhone, as compiler errors that system() is not available on iOS.
43925b9fa4c Build fix for non Windows platforms.
ddd4c9d6b95 Commented out obsolete ImGuiModFlags and ImGuiModFlags_XXX values (renamed to ImGuiKeyChord and ImGuiMod_XXX in 1.89). (#4921, #456)
fb799bba7fd (Breaking) IO, IME: renamed platform IME hook io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() and added explicit context.
8f367980357 IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell, added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS. (#7660)
0250dc903ef Demo: changed style editor inline block to its own window.
ae708e3bcd7 Backends: SDL3: add default case to fix warnings. (#7763)
7e0b3b9caf8 Debug Log: Added "Configure Outputs.." button. (#5855)
a62794359aa Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
a489585f843 Backends: SDL3: Updated comments (IME seems fixed in SDL3). Added SDL3 examples to Visual Studio solution.
12f92518bc5 Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
84cc72f3720 Version 1.91.0 WIP
cb16be3a3fc Version 1.90.9
c554c402d30 IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button which was pressed over void.  (#1392)
50a0f18e6ae imgui_freetype: fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (#7267, #3369)
dd5c30d2d75 Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state. Only tooltip are clearing that state. (#211, #7640)
67216910fb0 Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI.
ccf3ee674a0 Backends: SDL3: update for SDL_SetTextInputRect() -> SDL_SetTextInputArea() api change. (#7760, #7754)
751bbf38ba5 Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes.
f2c07ed7175 Backends: Allegro5: Correctly handle unstable bit in version checks (#7755)
c47928ffc0f Checkbox: minor tidying up to simplify work on multi-select branch.
372eebbeb29 Fix typo, rename ImGuisliderFlags_WrapAround flag to ImGuiSliderFlags_WrapAround. (#7752, #7749)
0403096a9d3 Drags: added ImGuisliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (#7749)
c7df9c71214 Backends: Win32: Fixed warning with old MinGW/GCC versions.
404af570049 Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
0582f7678a4 Nav: store NavJustMovedToIsTabbing + shuffle a few nav related fields.
77d582fa37b Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent. (#7706)
953d40c929f Tables: moved TableGetHoveredColumn() to public API. (#7715, #3740)
fbb903e1580 Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block bypassing the disabled state. (#7726)
dbffb702f83 ImGuiStorage: tweak impl for BuildSortByKey().
0c2650e8339 Backends: OSX: build fix. Amend 32f9dfc
22b36bef9e6 Examples: undo adding SDL3 example to Visual Studio sln.
7c2476986b5 Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (#7735)
32f9dfc1261 Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for use by backends.
eb1cc4b8b4e Metrics/Debugger: Browsing a Storage perform hover lookup on identifier.
a18fb406ace Backends: Vulkan: Remove Volk/ from volk.h #include directives (#7722, #6582, #4854)
aab27130a61 Demo: Style Editor: clarify how _CalcCircleAutoSegmentCount() doesn't always get exact final segment count. (#7731)
48e7e7bfe85 Backends: SDL3: Follow SDL3 removal of keysym field in SDL_KeyboardEvent (#7729)
755bf2b8c2e (Breaking) Move ImGuiWindowFlags_NavFlattened to ImGuiChildFlags_NavFlattened. (#7687)
2c8cc58fd16 Internals: storing HoveredWindowBeforeClear for use by multi-context compositor drag and drop propagation.
7f20a4b0415 Nav: CTRL+Tab overlay display context name if any.
e3971079cf5 IO: added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (#4921)
8067d05f744 IO: added ClearInputMouse(). made ClearInputKeys() not clear mouse data. (#4921)
21581cf70ce Fixed build warning.
7e7c97ac5f9 Ignore .ini file with other suffixes.
77d9f80754e Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext and ImGuiDragDropFlags_PayloadNoCrossProcess flags.
8c318dc7702 Drag and Drop: (Breaking) renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. (#1725, #143)
50709454b3f Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern assume a mouse button being pressed. (#143)
413c056359b Drag and Drop: comments, debug log entries.
37c243bb35a Internals: added ImGuiContext::ContextName optionally used by debug log and to facilitate debugging.
8c517fee357 Drag and Drop: Fixes an issue when elapsing payload would be based on last payload frame instead of last drag source frame.
32a037c030f Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern. (#143)
21bda2ed994 TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline and ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmedSelectedOverline.
1b9593e8894 Style: (Breaking) renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
b902fa4c449 IO: do not disable io.ConfigWindowsResizeFromEdges when ImGuiBackendFlags_HasMouseCursors is not set by backend.
8caf7afbad6 Internals: made ImLowerBound() accessible in internals + take a span. + rearrange child/popup/tooltips section.
22d65c7949d Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).
7538ca6f405 Examples: SDL+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (#7671)
a47bfb1b5b1 Examples: GLFW+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (#7671)
d46a0aa0693 Internals: renamed HoveredIdDisabled to HoveredIdIsDisabled for consistency.
7260bb51cfc Version 1.90.9 WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: 070c046cd1fcbe694e3f19e2f5eaff9df0cb6357
2024-07-18 10:52:26 +02:00
5230770062
imgui update, not on version (1.91.0 WIP) Merge commit '1dccce80976b0dc3d9847ebe2e540244046f6ef6' 2024-07-18 10:52:26 +02:00
7f2df29304
update sdl and sdl_image 2024-07-18 10:42:38 +02:00
732e08736f
update deps (new OS version) 2024-07-18 10:37:42 +02:00
d5709c421c
add os inspector and minor stuff 2024-07-16 15:03:37 +02:00
18c37f9934
fix multiline text context menu 2024-07-16 12:47:31 +02:00
53ae3f8ce5
also enable toxav in flake 2024-07-16 10:37:19 +02:00
b5e90528f0
ci enable toxav for windows 2024-07-16 10:33:16 +02:00
22071b60e6
update deps 2024-07-16 10:30:38 +02:00
5283df7b98
update flake 2024-07-16 09:59:22 +02:00
21243ea979
show contact ID in tooltip 2024-07-01 14:00:00 +02:00
1d212c5fab
missing include 2024-06-28 17:11:30 +02:00
37239f1c25
make file message file size readable 2024-06-27 17:41:27 +02:00
780e1e06d4
fix start load button sizing 2024-06-23 10:33:39 +02:00
7c227457cd
visibility checks + group and person icon 2024-06-19 16:10:03 +02:00
5544adf345
split icons to their own files 2024-06-19 14:25:09 +02:00
6d3ef742b5
finally add copy own id 2024-06-17 15:19:55 +02:00
cba3282dce
reformat android manifest 2024-06-17 12:09:37 +02:00
5c5e830f0f
allow android intent receive 2024-06-17 12:08:35 +02:00
e08dbba940
switch selectable chat message text to wrapping and color quotes 2024-06-16 21:15:08 +02:00
752f2ebe2c
support loading tox save path form file 2024-06-16 11:56:34 +02:00
a47d607a8d
enable dpi/display scaling/display density awareness 2024-06-16 11:19:54 +02:00
5356e59088
load fonts from conf and merge 2024-06-15 23:01:55 +02:00
2189c4c3cb
make tomato dpi aware (not dynamic) and fiddle around with fonts 2024-06-12 19:37:07 +02:00
4b99da5e4e
update nixos release to 24.05 2024-06-12 16:40:07 +02:00
16dc9e4071
update sdl again to fix android build 2024-06-10 18:25:29 +02:00
faad603d88
small formatting fixes 2024-06-10 12:11:00 +02:00
41c83619b5
update and port sdl 2024-06-09 10:35:09 +02:00
ea83589a82 Squashed 'external/imgui/imgui/' changes from 00ad3c65bc2..6f7b5d0ee2f
6f7b5d0ee2f Version 1.90.8
67d886fd637 Removed ImGuiButtonFlags_MouseButtonDefault_.
2a418f054d8 InputText: reordered all flags. (ABI breaking)
f1eaf8d7c01 Internals: added SetNextItemRefVal(). (#7305)
47db0698d2a InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal, ImGuiInputTextFlags_DisplayEmptyRefVal. (#7305)
3460014e055 Internals: avoid using bitfields in ImGuiNextItemData as it leads to extraneous packing. rename ImGuiDataTypeTempStorage to ImGuiDataTypeStorage. moved DataType section above Widgets.
0561d708baa Modals, Popups: fixed an issue preventing to close a popup opened over a modal by clicking over void. (#7654)
219c6adc582 Examples: SDL3+SDLRenderer3: Update SDL_SetRenderDrawColorFloat() call. (#7658)
b95b2b4574d Fixed (harmless) incorrect order of arguments in IsKeyChordPressed (#7657)
209edcc2477 Fixed incorrect order of arguments in IsMouseClicked(). (#7657, #456)
a31aa683ff9 Tables: fixed an issue where ideal size reported to parent container wouldn't correctly take account of inner scrollbar. (#7651)
f8de9fec8c5 Backends: SDL3: Update for SDL_SYSTEM_CURSOR_xxx api renames. (#7653)
68a05e3f040 Tables: fixed a bug where after disabling the ScrollY flag for a table, previous scrollbar width would be accounted for. (#5920)
6cefd4fd88c Scrollbar: fixed miscalculation of vertical scrollbar visibility when required solely by the presence of an horizontal scrollbar. (#1574)
8ab89657139 Improved clarity in comment. (#7642)
9aec6d7217c Internals: Added ItemUnclipByLog for use by ItemAdd(), as we expected to add more.
0fce21e8906 Internals: Disable 0xCC stack fill for ItemAdd()/ItemSize().
854e21d4b4c Disabled: move field to ImGuiWindowStackData. (#7640)
538960bf17d Examples: Fixed SDL3 Makefile (#7641)
f953ebf9ca1 Disabled: nested tooltips or other non-child window within a BeginDisabled() block disable the disabled state. (#211, #7640)
e47015aef41 Demo: remove incompatible ImGuiInputFlags for Shortcut(). (#7637)
97a1111b94c Drag and Drop: tweaked BeginDragDropSource() to remove indent. Added debug log.
661c3885159 Debug Log, Test Engine: avoid duplicate carriage return when using ImGuiDebugLogFlags_OutputToTestEngine. (#5855)
868f4446209 Debug: extracted debug log 0xXXXXXXX scanning into a helper function. (#5855)
109a8632d76 Combo: simplified Combo() API uses a list clipper.
51823d117de Misc: made ImGuiDir, ImGuiSortDirection,  ImGuiMouseCursor stronger-typed enums + cater for possible warning in backends's switch()
5cbc34a10c0 Scrollbar: clicking above or below the grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
479c5f62fce Style: make DisplayWindowPadding visible in style editor.
ed9eb880b5f Windows: Fixed altering FramePadding mid-frame not correctly affecting logic responsible for honoring io.ConfigWindowsMoveFromTitleBarOnly. (#7576, #899)
5a1a9a804a3 Docs: fixed link.
7f5d5c80b2f Internals, Tabbar: fixed TabBarGetCurrentTab() with tab_idx == 0. (#7629)
1f9fc382c36 Version 1.90.8 WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: 6f7b5d0ee2fe9948ab871a530888a6dc5c960700
2024-06-09 09:52:26 +02:00
727f33ae82
Merge commit 'ea83589a82b07b91f0042944685ebaa309b5695a' 2024-06-09 09:52:26 +02:00
1111a11577
update sdl_image 2024-06-09 09:36:35 +02:00
9b163e00d9
fix apk release names 2024-06-07 15:39:24 +02:00
183277250f
improve windows version detecting code 2024-06-07 15:31:56 +02:00
6b96be7a57
add system check and block on new windows versions 2024-06-07 13:43:50 +02:00
a2001b34ea
manual rerun bootstrap option 2024-06-07 10:58:42 +02:00
85b5c9200a
rename android to Android 2024-06-07 10:47:52 +02:00
8ab503840a
add some more events for waking up 2024-06-06 12:58:47 +02:00
5a2a30ada6
add android build to cd (still debug certs) 2024-06-06 12:10:54 +02:00
64959270a9
add android build matrix 2024-06-06 10:46:08 +02:00
9d6404d130
move cmake stuff to android subdir 2024-06-06 10:15:02 +02:00
ef4e0d0857
prevent screensaver on android 2024-06-05 00:18:37 +02:00
56f1bf559c
background processing 2024-06-04 18:01:52 +02:00
b0e25627b3
android icons generated using https://icon.kitchen/ 2024-06-04 14:59:27 +02:00
e7b1eec2cc
make android ci apk build work, also launches and connects to tox 2024-06-04 14:59:27 +02:00
7a2d7336fb
make tomato compile on new setup 2024-06-02 14:11:30 +02:00
fc5023ec1c
fix texture blend mode, reenabling transparency 2024-06-01 12:51:50 +02:00
95eb0eb26d
skip command in args 2024-05-31 15:34:44 +02:00
d7e658eba6
disable caching the ndk so it works
see https://github.com/nttld/setup-ndk/issues/518
2024-05-30 13:08:23 +02:00
04191858de
basic cli args parsing, working plugin paths and semi working configs 2024-05-30 11:46:58 +02:00
df449a475c
add json dep directly (was already indirect) 2024-05-30 11:14:01 +02:00
9a95dba138
first try at android ci 2024-05-29 13:14:26 +02:00
ef79aa8b80
support building tomato as a lib/shared object 2024-05-29 10:38:57 +02:00
ba7188cf66
improve windows debug conformity 2024-05-29 09:46:35 +02:00
2d4729a877
update sdl and sdl_image 2024-05-28 17:58:24 +02:00
8cf1f97ac4
changes for imgui update 2024-05-28 17:17:57 +02:00
293f4fd0a0 Squashed 'external/imgui/imgui/' changes from 6ccc561a2ab..00ad3c65bc2
00ad3c65bc2 Version 1.90.7
f814ef816fb Commented out CaptureKeyboardFromApp(), CaptureMouseFromApp(). Commented out obsolete IsKeyPressedMap() from imgui_internal.h (can call IsKeyPressed). Comments
b9084949bd7 Fixed typo in IsMouseDragging and GetMouseDragDelta's documentation. (#7620)
86931393a36 Shortcuts: Revert "SetShortcutRouting: require explicit routing. (#456)
7832e6a70e6 Shortcuts: Routing: fixed mixed keys<>chars filtering not applying on global routes. (#456, #7618)
85d982011e9 Shortcuts: fixed priority of route calculation (higher first). (#456, #7618)
ce4e210dcb6 Shotcuts: renamed ImGuiInputFlags_RouteGlobalOverFocused -> ImGuiInputFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456)
5ce3d299555 Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456)
650cb51bf10 Shortcuts: renamed ImGuiInputFlags_RouteActiveItem to ImGuiInputFlags_RouteActive. (#456, #7618)
ef9d525f02c Shortcuts: added ImGuiInputFlags_RouteActiveItem. (#456, #7618) + rearrange Changelog
16b72f2d210 Comments
29439bdd27c Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY and double-clicking on a border. (#1710)
374b9a7fb43 Demo: Documents: refactor + add Renaming option. (#7233)
c150ad50c46 Shortcuts: claim mods ownership once pressed. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
1002cfa6d2d Demo, Shortcut(): amend Shortcuts demo. (#456)
7c71e66370d Shortcuts, SetShortcutRouting: move ImGuiInputFlags_RouteFromRootWindow evaluation to SetShortcutRouting() for now. (#456)
d5a600e9c64 Shortcuts, SetShortcutRouting: added ImGuiInputFlags_RouteFromRootWindow. Made it possible for SetShortcutRouting() to query for another location.
0eb025f4847 Internals: move ItemHandleShortcut() next to Shortcut(), it's calling it anyhow. (#456)
a689fa262ae SetShortcutRouting: require explicit routing. (#456)
c06e6340cde Shortcuts: added ImGuiInputFlags_Tooltip. (#456)
77e41718940 Shortcuts: added flags to SetNextItemShortcut(). (#456)
197f8904fe8 Shortcuts, Nav: make SetNextItemShortcut() work when another item is active. Made NavCalcPreferredRefPos() take account for remote activation. (#456)
dc5caa483cd Demo: added "Shortcuts" section. (#456, #2637)
fc512a24741 Inputs: Added Shortcut(), SetNextItemShortcut(). Added ImGuiInputFlags, ImGuiInputFlags_RouteXXXX. (#456, #2637)
85513de2476 Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456)
900b29055c5 Internals, Inputs: *Breaking* Swapped parameter order of Shortcut(). (#456)
55748cdbe12 Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit.
ec1d2be96f3 Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615)
6d1a6f1c748 Internals, Inputs: Comments, alignment.
4c3eac2c10e Backends: OpenGL3: Fixed zealous warning by initializing last_pixel_unpack_buffer. (#7614)
a1566c5e1ba Tables: fixed 28a283b breaking PageDown on tables with no interactive items.
aa725ca79dc Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_
cd48059dc53 Tables: comments about skipping access to table data in coarse clipping path.
28a283b4603 Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine.
aa5a6098ee2 Fixed typos in comments (#7599)
d39ca33b63a Fixed false positive with PVS-Studio.
ae8218a3eaf Inputs, Shortcut: fixes some edge cases for GetKeyChordName(), clarify that it is aimed at display. (#456)
25e279ee73f Inputs: Treat ctrl-left-click as right click when ConfigMacOSXBehaviors is set. (#2343)
b4f564c1ed7 Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456)
5107e58b0f3 Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343)
8bd5d1d42f0 Inputs: Fixed swapping of keys associated to mods. Fixed warnings. (#2343, #4084, #5923, #456)
77471066471 Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456)
07dbcf1f70d Fixed typos. (#7593)
93daf232233 Examples: SDL3: updates for latest SDL3 API changes.
e45efa9951a Backends: SDL3: Rename SDLK_QUOTE and SDLK_BACKQUOTE to SDLK_APOSTROPHE and SDLK_GRAVE. (#7580)
5d973a87d45 Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter.
af2fbf043df Backends/Internals: Don't use IME and clipboard default win32 functions when WINAPI_FAMILY_GAMES (#7585)
e4576914cb9 Internals: amend f806c76 to better match docking + fixed unused static forward declaration warning.
d0524df8879 Internals: slight refactor FindHoveredWindow() -> FindHoveredWindowEx() toward reducing far-away code duplication.
f806c76e97b Tables, Dpi: added dummy g.DpiScale storage (to be altered in docking), using to scale tables border hit thickness.
f0912833ba9 Update FAQ.md (#7581)
ac90e1bd5bd Backends: Win32: replace bd != nullptr assert with early out. (#6275)
0a5d40a0161 Update FAQ.md
d06b8b58d84 Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
5e236804541 Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller code and compiled version of dear imgui. (#7568)
510eb8f4801 Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041)
f48aae600a2 Version 1.90.7 WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: 00ad3c65bc256a16521288505f26fb335440f8f5
2024-05-28 17:12:43 +02:00
0e8c752df8
Merge commit '293f4fd0a04156ee8bd279df3b9443df6c75bbd5' 2024-05-28 17:12:43 +02:00
a5ec166794
fix lock recursion (on eg windows) 2024-05-28 15:09:37 +02:00
35a0d97170
only build tomato and its dependencies 2024-05-28 09:07:58 +02:00
d0ab985349
manually update vcpkg 2024-05-28 08:55:45 +02:00
b65b9b284b
make the window default to 720p 2024-05-28 08:35:11 +02:00
18db2e3aaa
forgot message3 2024-05-26 21:45:07 +02:00
46ceb2cd61
file2 refactor and tox filetransfer ported to file2 2024-05-26 21:40:15 +02:00
979fd10b08
drive letter handling for file urls 2024-05-25 14:06:57 +02:00
5f3bdde2dc
update to newer toxcore interface 2024-05-24 00:06:00 +02:00
22e97063ec
unread icon in contact list 2024-05-22 22:23:55 +02:00
1ffee9933a
improve plugin api further 2024-05-22 16:22:24 +02:00
aaa23194c5
provide imgui allocator to plugins 2024-05-22 15:19:50 +02:00
013d1fef3b
error message on plugin load fail 2024-05-18 14:04:43 +02:00
35026dfa0f
try improve entt across-boundry support 2024-05-18 12:29:45 +02:00
2095bc6889
update sdl 2024-05-15 14:06:31 +02:00
634bc92665
update sdl_image 2024-05-15 13:54:06 +02:00
0e1b1703f6 Squashed 'external/imgui/imgui/' changes from b475309fa1e..6ccc561a2ab
6ccc561a2ab Version 1.90.6
0d483a1c89f Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562)
92df32d3390 Backends: OpenGL3: minor update of generated loader to match latest downloaded glcorearb.h/khrplatform.h files.
1ab1af80c74 Backends: Win32: Facepalm revert part of d15574c + additional commentary (#6275)
d15574ce2a5 Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275)
d4495446d53 Windows, Internal: added experimental SkipRefresh mode. (#3515, #4763, #7556, #5116 , #4076, #2749, #2268)
0b309471f2e Windows: Changed default ClipRect to extend to windows' left and right borders. (#3312, #7540, #3756, #6170, #6365)
0c9c12c1bb9 InnerClipRect use ImFloor() matching docking branch (fix c41868531 for #6861, #2884, followed by rename 94da5842)
6ebbecc6a08 Realign assignments.
fc4d818e170 Tables: Angled headers: added TableAngledHeadersTextAlign, ImGuiStyleVar_TableAngledHeadersTextAlign. (#6917)
4bb75671414 Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
b30df8890de Table: Angled Headers: internal refactor to facilitate changing angled header bg and text colors per column. (#6917)
558c57a086c Fixed static analyzer warning "Pointer to local array 'overlay_buf' is stored outside the scope". Technically not used outside that scope, but best to play nice.
50b2ff0bf03 ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534)
6ef4f67fa94 ImDrawList: moved cold fields lower in the structure so hot fields are closer to each others + better packed ImGuiNavItemData
a60387a3c25 Backends: GLFW: Add define guards for glfw native defines. (#7536)
913151caa89 Demo: move progress bars to their own section.
c895e987adf ProgressBar: added indeterminate mode by passing an animated negative value. (#5316, #5370, #1901)
b8a44b198c9 TreeNode: added ImGuiTreeNodeFlags_SpanTextWidth. (#6937)
baaaaea9e91 Demo: tweak TreeNode demo.
da18fcb7aed Internals: ensure ButtonBehavior() is called with non 0 id.
b720c0f541c Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define. (#6582, #4854)
07e8ff9a8d4 Backends: Win32: Fixed a warning + moved header cruft below Changelog.
fa0120ea5ea Windows: Fixed subsequent Begin() append calls from setting last item information for title-bar. (#7506, #823)
361432a0bb2 TreeNode: fixed layout so that TreeNode("") or TreeNode("##HiddenLabel") may properly be used with SameLine(0,0). (#7505, #282)
eba46cb0d22 Drag and Drop: assert when nesting  BeginDragDropSource() and BeginDragDropTarget() (#7504) + update Gallery links
9ec299ebe31 Backends: OpenGL: Detect ES3 contexts on desktop based on version string, (#7447)
7b8107e7c84 Examples: GLFW+WebGPU: Rename example_emscripten_wgpu/ to example_glfw_wgpu/ (#7435, #7132)
648278cd62f Examples: GLFW+WebGPU: Amends. (#7435, #7132)
80a5fdb1089 Examples: GLFW+WebGPU: Fixed condition for when to recreate swapchain. (#7435, #7132)
f9df6bf6622 Examples: GLFW+WebGPU: added support for WebGPU-native/Dawn (#7435, #7132)

git-subtree-dir: external/imgui/imgui
git-subtree-split: 6ccc561a2ab497ad4ae6ee1dbd3b992ffada35cb
2024-05-15 13:22:13 +02:00
fc2a10eb6a
update imgui, back to releases Merge commit '0e1b1703f68766c55445e7e3e439035bed6d559c' 2024-05-15 13:22:13 +02:00
ab1c6c4749
use better contact in forward list 2024-04-27 14:04:13 +02:00
06d7148408
add fallback to dynamic toxcore 2024-04-27 13:56:06 +02:00
33875cb58b
string cant be empty 2024-04-27 13:53:26 +02:00
07070dd2d4
update sdl dep 2024-04-27 13:44:34 +02:00
c3a7d1521a
switched from own cmake to toxcore provided cmake 2024-04-25 22:38:23 +02:00
fc994ab758
fix wrongly serialized comp 2024-04-23 15:43:52 +02:00
605a730b59
add status text to tooltip, contact as a single item (group) 2024-04-23 11:57:56 +02:00
3e15798afc
more spacing tuning 2024-04-23 11:24:24 +02:00
cf697622cb
allow toxidenticons for everyone with ID, avatar in chat log 2024-04-23 10:52:57 +02:00
05b0a2f514
only render avatars if visible 2024-04-23 10:38:42 +02:00
c887fdac8a
small contact list and status text 2024-04-22 22:31:17 +02:00
4b0d9595ac
move icon out of avatar, use for small list 2024-04-22 12:46:01 +02:00
5ac318d1bf
fix cast 2024-04-22 00:20:13 +02:00
eaa8f1dd16
contact line hight and refactor avatar and add connection overlay 2024-04-21 20:24:01 +02:00
b88fffd959
refactor big contact 2024-04-21 14:17:50 +02:00
858b9dfcfa
add tooltip to contact 2024-04-20 23:16:18 +02:00
bc8b631b84
make choosing a name for new tox profiles possible 2024-04-20 19:53:41 +02:00
52278f6726
prep for chat_gui refactor 2024-04-20 17:57:11 +02:00
29fd1bfb62
comp name changes and small behavior changes 2024-04-20 15:24:58 +02:00
998000aa3a
work on receive state and prep for pers 2024-04-19 11:51:20 +02:00
e66f4651d0
disable stb_image image loading
its still around since we use it for image writing, which is fine for now.
2024-04-17 15:57:36 +02:00
854d09f05c
windows ci 2024-04-17 12:41:02 +02:00
2d6a9acbb6
enable avif in flake 2024-04-16 10:30:13 +02:00
b7f0ad6c9a
enable sdl_image image_loader (animated gif works) 2024-04-16 10:23:17 +02:00
43f8c22570
add sdl_image image_loader (untested) 2024-04-16 00:45:12 +02:00
3c7bd2e2cb
add sdl_image dep 2024-04-15 19:37:29 +02:00
5dd9834009 Squashed 'external/imgui/imgui/' changes from d6cb3c923d2..b475309fa1e
b475309fa1e Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. (#7399, #7404)
daecfffefbc Text, DrawList: Improved handling of long single-line wrapped text. (#7496, #5720)
fab96a6e593 Backends: SDL3: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput(). (#7452, #6306, #6071, #1953)
dad1689bf7b Examples: SDL3: amend for removal of SDL_RENDERER_ACCELERATED.
3caa79c8a53 Version 1.90.6 WIP
76bc1b825e6 Extracted part of NewFrame() into SetupDrawListSharedData() for documentation purpose. (#7495, #6406)
f790d516652 Silent zealous/stupid warning introduced by Clang 16 (shipping with VS2022) with -Weverything. Pointers are now illegal!
231cbee0fc4 Version 1.90.5
4f9ba19e520 Drags, Sliders, Inputs: Reactivated decimal point replacement for SliderScalar and DragScalar. (#7389, #6719, #2278)
e7712ff103d Out of courtesy/consistency move all the DebugHookIdInfo compares into ifndef block.
f959c417fec Refactor moving ID stack functions to their own section (part 2)
0bf134a8e2e Refactor moving ID stack functions to their own section.
9a2b598ec1e ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox().
d3c3514a59b Tables: Fixed auto-width columns when using synced-instances of same table. (#7218)
25a492f3307 ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
9638c2839a1 Internals: adding ImGuiNavMoveFlags_NoClearActiveId even though there's currently no satisfying way to take advantage of it. (#1418)
742e53434f4 Child Windows: adjust resizing limits to match window padding rather than inner clipping rectangle. (#7440)
515b437c084 Child windows: look at the parent window's flags to decide whether to clamp child resizes. (#7440, #1710)
976dc239656 Windows: extend outer resize borders to the edges when there are no corner grips. (#7440, #1710)
37b37fc2a3e DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
5c5ae806aa1 Comments
cf4c10bef74 Style: added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle. (#7411)
f0802287db5 Tables: Angled headers: fixed table contents overflowing when a list clipper is used. (#7416)
29ff159f941 Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow stops being called. (#7416)
38ddfb24f09 Tables: Angled headers: fixed border hit box extending beyond non-scrollable tables. (#7416)
8be48a44f78 Backends: WebGPU: Avoid using -1u literal (#7436)
868facff9de ImDrawList: (Breaking) merge float radius_x/radius_y parameters into ImVec2 radius in PathEllipticalArcTo(), AddEllipse(), AddEllipseFilled(). (#2743, #7417)
0a1f5b94e31 Demo: Two minor fixes (unchecked BeginTooltip + incorrect height constraint) (#7410)l
40df3db1a2a Tweaking terminology
da29b776eed Backends: SDL3: Fix leak of SDL_GetGamepads() return value (#7381)
3c435c02978 Inputs: (Breaking) More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. (#4921)
286cd5bd41e Internals, InputText: removed ImGuiInputSource_Clipboard. (#4005)
fc570ac9225 Examples: WGPU: fixed initialization of WGPURenderPassColorAttachment (#7371)
65dc67f63c6 Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
6b7358e9f36 InputText: adding clarifying note about ImGuiInputTextCallbackData::Buf. (#7363)
fbf45ad149b ImDrawList: add PathFillConcave(), AddConcavePolyFilled(): amends (#760)
1ff90c52d5f ImDrawList: add PathFillConcave(), AddConcavePolyFilled() (#760)
04f40014a62 Docs: added a mini wiki index in main source files.
c6236699671 Added link to crawlable wiki
0573513d6df Windows: Scrollbar visibility decision uses current size when both size and contents size are submitted by API. (#7252)
44c7dfca030 Menus, Popup: Amend c3f8f4d for static analyzer warning ("condition always true"). (#7325)
c3f8f4de257 Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive frames would erroneously close the window. (#7325, #7287, #7063)
98779417751 Popups, Menus: rename ImGuiPopupData::BackupNavWindow > RestoreNavWindow and minor tweaks. Should be functionally a no-op.
725f91922d5 Tables: fixed TableGetHoveredRow() with overlapping frozen rows (#7350, #6588, #6347, #6250)
e46d1e69ac3 Version 1.90.5 WIP
277ae93c413 Version 1.90.4
f5be90523d6 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
13d91ff9188 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag.
34965cf23a7 Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340)
659fb41d0a2 Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673)
198c38f0b11 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.
3b6d924acd0 ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars.
d3f1a7165cb Popups: allow Child Popups to be resizable if not explicitly disabling.
e78ce72eb6d Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290
014e0ac8c92 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063)
c16043c1d58 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917)
405e54ebd50 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917)
6655ab2e43f Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917)
9159cd7b4ac Updated invalid documentation link (#7331)
ccc5347e451 Fix typos (#7332)
8a14b71f228 Version 1.90.4 WIP
b19a4c5f2b3 Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320)
5b6f03213dd Version 1.90.3
f80e65a4068 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308)
829f45df994 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84..
3cc37170ca7 Examples: GLFW+Metal: Add -I and -L paths for MacPorts.
891b81fc5d7 Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890)
262e30e3001 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180)
9dfa2397deb Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315)
d15e4100b83 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890)
f966da1f8fb Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890)
bf1c96d4fa2 Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added  ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)
fd8d6dc5d19 Backends: SDL2,SDL3: tidying up.
e0ba0d0433a Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166)
11d73f03ee5 Backends: Vulkan: Fix/amend 8901931
89019319ddb Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037)
1d6f0cea0e6 Backends: DX9: use RGBA texture to avoid conversion if supported
3af739a2d17 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063)
2af01baffd1 Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set.
915c6393ad7 Version 1.90.3 WIP
536090303a8 Version 1.90.2
7b5357d817e Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
70aa717a8e1 Combo: Fixed not reusing windows optimally when used inside a popup stack.
5cdc4a2a413 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300)
76e09c4b0fa ClosePopupsOverWindow(): amend to remove _ChildWindow test.
3a078466a7a Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it.
7d67623d15b InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment.
a5e0e90c16a Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact.
1e8fc01ddd7 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename
a06dd7a27b6 OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533)
f104967c68f Comments
06ce312745e InputText: Internal: added reload from user-buf feature. (#2890)
f50ddc431e3 Fixed some typos. (#7282)
6172c22c5dc CI: Update to `actions/checkout` `v4` from `v3`. (#7281)
96839b445e3 Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other.
71947563709 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl)
f1960b60c1a Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266)
8491cf36adb Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed.
9176eedf240 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op.
1509842107d Backends: OpenGL3: Shallow tweak of compile-time extensions detection.
1ce41f6218d Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253)
81e0be856a6 Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256)
a201af73544 Added SetNextItemShortcut() wip function. (#456)
4c2c09450a6 Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456)
5b5e9bd0cb3 Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums.
7c3fa7d049a Refactor: moved section in imgui_internal.h
9266c0d2d13 Backends: WebGPU: Avoid leaking pipeline layout. (#7245)
595eb86624d Changelog, comment, minor data compaction
6850194f60a CI: Fixes WGPU example build.
5fc0a361b24 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240)
831d42c1ab3 Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240)
e3c7ff944d5 Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually.
15908502ed6 Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250)
788747f8635 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251)
763100b3858 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237)
c7edb446caa Shortcut(): always test ownership.
1844f903d55 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut
5ddfbb80d86 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
2f483373355 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes.
d7c2a0e38f4 Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls.
3b828d3701e Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2)
ff5f3aa38b5 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1)
1a48a634466 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness.
33fabdf392d Scrollbar() doesn't forcefully mark itself as hovered when held.
d431d85839b Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11)
f0d1f61fa51 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. +
095665977f6 Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId.
d10641b04a3 Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
03417cc77d1 Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232)
5fdcdf7080a Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456)
80d5cb1ab1f Comments around ImGuiInputFlags.
1cc0eb4d322 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning.
46e5f44ec8c Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456)
e0c8c80adaa Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456)
4b20a0217eb Internals: add window to FocusScopeStack. (#6798)
2156db7a075 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456)
dd0efdc6371 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226)
8a3dfda8d08 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
6228c2e1ec7 Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available.
70bb6d1e790 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
82df7c8bf41 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238)
29809d72202 Version 1.90.2 WIP
db049db8608 Docs: tweak, fixed misplaced changelog entry. (#7084)

git-subtree-dir: external/imgui/imgui
git-subtree-split: b475309fa1e9d7a91825a169e243f9c4fa085f71
2024-04-15 18:19:01 +02:00
dadc72c8e0
Merge commit '5dd98340099b3f44e06208a3124182bcf818a77e' into refact_and_update_sdl_imgui 2024-04-15 18:19:01 +02:00
7ee4ed0020
sdl renamed "RW" to "IO" 2024-04-15 18:13:12 +02:00
3d557f91d8
remove sdl subtree and update 2024-04-15 18:12:55 +02:00
85edd0eab6
forgot one 2024-04-15 01:29:55 +02:00
cedb63b87a
disable a bunch of libwebp stuff 2024-04-15 01:22:24 +02:00
14f1d1d37f
remove webp from source tree and fix some bugs 2024-04-15 01:10:15 +02:00
Erik Scholz
8c24234126
Merge pull request #8 from Green-Sky/fragment_store
ObjectStore backed MessageFragments
2024-04-14 14:38:49 +02:00
2589 changed files with 35783 additions and 775125 deletions

View File

@ -7,7 +7,7 @@ on:
branches: [ master ] branches: [ master ]
env: env:
BUILD_TYPE: Release BUILD_TYPE: RelWithDebInfo
BRANCH_NAME: ${{ github.head_ref || github.ref_name }} BRANCH_NAME: ${{ github.head_ref || github.ref_name }}
jobs: jobs:
@ -17,18 +17,18 @@ jobs:
runs-on: ubuntu-20.04 runs-on: ubuntu-20.04
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Install Dependencies - name: Install Dependencies
run: sudo apt update && sudo apt -y install libsodium-dev run: sudo apt update && sudo apt -y install libsodium-dev cmake libvpx-dev libopus-dev
- name: Configure CMake - name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DTOMATO_BREAKPAD=ON -DTOMATO_TOX_AV=ON -DCMAKE_EXE_LINKER_FLAGS=-gz
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Determine tag name - name: Determine tag name
id: tag id: tag
@ -50,36 +50,74 @@ jobs:
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
# TODO: simpler name?
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64 name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64
# TODO: do propper packing # TODO: do propper packing
path: | path: |
${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64.tar.gz ${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-ubuntu20.04-x86_64.tar.gz
android:
timeout-minutes: 30
# contains sections copied from sdl repo
windows: runs-on: ubuntu-latest
timeout-minutes: 15
runs-on: windows-2019 strategy:
matrix:
platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android
ndk_abi: x86_64
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Install Dependencies - uses: nttld/setup-ndk@v1
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static id: setup_ndk
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with: with:
arch: amd64 local-cache: false # https://github.com/nttld/setup-ndk/issues/518
ndk-version: r26d
- uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
- name: Install Dependencies (host)
run: sudo apt update && sudo apt -y install cmake pkg-config nasm
- name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7
with:
script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');
core.exportVariable('ACTIONS_RUNTIME_TOKEN', process.env.ACTIONS_RUNTIME_TOKEN || '');
- name: Install Dependencies (target)
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
VCPKG_BINARY_SOURCES: "clear;x-gha,readwrite"
#run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} --overlay-ports=vcpkg/ports libsodium opus libvpx libpng libjpeg-turbo
run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} libsodium opus libvpx libpng libjpeg-turbo
# vcpkg scripts root /usr/local/share/vcpkg/scripts
- name: Configure CMake - 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 env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=/usr/local/share/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=${{matrix.platform.vcpkg_toolkit}} -DANDROID=1 -DANDROID_PLATFORM=23 -DANDROID_ABI=${{matrix.platform.ndk_abi}} -DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=${{steps.setup_ndk.outputs.ndk-path}}/build/cmake/android.toolchain.cmake -DSDL_ANDROID_JAR=ON -DSDLIMAGE_JPG_SHARED=OFF -DSDLIMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON -DTOMATO_TOX_AV=ON -DCMAKE_EXE_LINKER_FLAGS=-gz
- name: Build - name: Build (tomato)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Build (SDL3-jar) (workaround)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t SDL3-jar
- name: Build (apk)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato-apk
- name: Determine tag name - name: Determine tag name
id: tag id: tag
@ -94,6 +132,72 @@ jobs:
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi fi
- name: rename apk
id: rename_apk
shell: bash
run: mv "${{github.workspace}}/build/android/tomato.apk" "${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk"
- uses: actions/upload-artifact@v4
with:
name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-Android-${{matrix.platform.ndk_abi}}
path: |
${{github.workspace}}/build/android/${{github.event.repository.name}}-${{steps.tag.outputs.name}}-Android-${{matrix.platform.ndk_abi}}.apk
windows:
timeout-minutes: 15
runs-on: windows-2019
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7
with:
script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');
core.exportVariable('ACTIONS_RUNTIME_TOKEN', process.env.ACTIONS_RUNTIME_TOKEN || '');
- name: Install Dependencies
env:
VCPKG_BINARY_SOURCES: "clear;x-gha,readwrite"
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static libpng:x64-windows-static libjpeg-turbo:x64-windows-static
# setup vs env
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: amd64
## sdl_image vendored needs nasm for dav1d
#- uses: ilammy/setup-nasm@v1
- name: Configure CMake
run: cmake -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DSDLIMAGE_VENDORED=OFF -DSDLIMAGE_DEPS_SHARED=OFF -DSDLIMAGE_JXL=OFF -DSDLIMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe -DTOMATO_BREAKPAD=ON -DTOMATO_TOX_AV=ON
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -t tomato
- name: Determine tag name
id: tag
shell: bash
# taken from llama.cpp
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Clean temporary artifacts
# msvc sometimes produces .ilk files, which are used for linking only
shell: powershell
run: |
Remove-Item "${{github.workspace}}/build/bin/*.ilk"
- name: Compress artifacts - name: Compress artifacts
shell: powershell shell: powershell
run: | run: |
@ -101,8 +205,7 @@ jobs:
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
# TODO: simpler name? name: ${{github.event.repository.name}}-${{steps.tag.outputs.name}}-${{runner.os}}-msvc-x86_64
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-x86_64
# TODO: do propper packing # TODO: do propper packing
path: | path: |
${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-x86_64.zip ${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-x86_64.zip
@ -114,23 +217,36 @@ jobs:
runs-on: windows-2019 runs-on: windows-2019
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7
with:
script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');
core.exportVariable('ACTIONS_RUNTIME_TOKEN', process.env.ACTIONS_RUNTIME_TOKEN || '');
- name: Install Dependencies - name: Install Dependencies
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static env:
VCPKG_BINARY_SOURCES: "clear;x-gha,readwrite"
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static libpng:x64-windows-static libjpeg-turbo:x64-windows-static
# setup vs env # setup vs env
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
with: with:
arch: amd64 arch: amd64
## sdl_image vendored needs nasm for dav1d
#- 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 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=OFF -DSDLIMAGE_DEPS_SHARED=OFF -DSDLIMAGE_JXL=OFF -DSDLIMAGE_AVIF=OFF -DPKG_CONFIG_EXECUTABLE=C:/vcpkg/installed/x64-windows/tools/pkgconf/pkgconf.exe -DTOMATO_TOX_AV=ON
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Determine tag name - name: Determine tag name
id: tag id: tag
@ -145,6 +261,12 @@ jobs:
echo "name=dev-${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: |
@ -152,12 +274,80 @@ jobs:
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
# TODO: simpler name?
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-asan-x86_64 name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-asan-x86_64
# TODO: do propper packing # TODO: do propper packing
path: | path: |
${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-asan-x86_64.zip ${{github.workspace}}/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-${{ runner.os }}-msvc-asan-x86_64.zip
dumpsyms:
runs-on: ubuntu-latest
needs:
- linux-ubuntu
- android
- windows
- windows-asan
permissions:
contents: write
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Determine tag name
id: tag
shell: bash
# taken from llama.cpp
run: |
SHORT_HASH="$(git rev-parse --short=7 HEAD)"
if [[ "${{ env.BRANCH_NAME }}" == "master" ]]; then
echo "name=dev-${SHORT_HASH}" >> $GITHUB_OUTPUT
else
SAFE_NAME=$(echo "${{ env.BRANCH_NAME }}" | tr '/' '-')
echo "name=dev-${SAFE_NAME}-${SHORT_HASH}" >> $GITHUB_OUTPUT
fi
- name: Install Dependencies
run: sudo apt update && sudo apt -y install unar
- name: Install dump_syms
run: |
curl --proto '=https' --tlsv1.2 -LsSf https://github.com/mozilla/dump_syms/releases/download/v2.3.4/dump_syms-installer.sh | sh
- name: Download artifacts
id: download-artifact
uses: actions/download-artifact@v4
with:
path: ./artifacts/
- name: Dump symbols
shell: bash
run: |
mkdir ./artifacts/extract
echo $(unar -D -o ./artifacts/extract/ ./artifacts/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Linux-ubuntu20.04-x86_64/*)
dump_syms -s tomato-dev-ubuntu20.04-x86_64-sym ./artifacts/extract/tomato
rm -rf ./artifacts/extract/*
echo $(unar -D -o ./artifacts/extract/ ./artifacts/${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Windows-msvc-x86_64/*)
dump_syms -s tomato-dev-Windows-msvc-x86_64-sym ./artifacts/extract/tomato.pdb
rm -rf ./artifacts/extract/*
- name: Compress symbol stores
shell: bash
run: |
tar -czvf ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Linux-ubuntu20.04-x86_64-symbol_store.tar.gz -C ./tomato-dev-ubuntu20.04-x86_64-sym .
tar -czvf ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Windows-msvc-x86_64-symbol_store.tar.gz -C ./tomato-dev-Windows-msvc-x86_64-sym .
- uses: actions/upload-artifact@v4
with:
name: ${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-symbol_stores
path: |
${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Linux-ubuntu20.04-x86_64-symbol_store.tar.gz
${{ github.event.repository.name }}-${{ steps.tag.outputs.name }}-Windows-msvc-x86_64-symbol_store.tar.gz
release: release:
if: ${{ ( github.event_name == 'push' && github.ref == 'refs/heads/master' ) }} if: ${{ ( github.event_name == 'push' && github.ref == 'refs/heads/master' ) }}
@ -165,14 +355,16 @@ jobs:
needs: needs:
- linux-ubuntu - linux-ubuntu
- android
- windows - windows
- windows-asan - windows-asan
- dumpsyms
permissions: permissions:
contents: write contents: write
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive

View File

@ -16,18 +16,93 @@ jobs:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Install Dependencies - name: Install Dependencies
run: sudo apt update && sudo apt -y install libsodium-dev run: sudo apt update && sudo apt -y install libsodium-dev cmake libxext-dev
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{github.event.repository.name}}-${{github.job}}
- name: Configure CMake - name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
android:
timeout-minutes: 30
# contains sections copied from sdl repo
runs-on: ubuntu-latest
strategy:
matrix:
platform:
- vcpkg_toolkit: arm-neon-android
ndk_abi: armeabi-v7a
- vcpkg_toolkit: arm64-android
ndk_abi: arm64-v8a
- vcpkg_toolkit: x64-android
ndk_abi: x86_64
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- uses: nttld/setup-ndk@v1
id: setup_ndk
with:
local-cache: false # https://github.com/nttld/setup-ndk/issues/518
ndk-version: r26d
- uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
- name: Install Dependencies (host)
run: sudo apt update && sudo apt -y install cmake pkg-config nasm
- name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7
with:
script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');
core.exportVariable('ACTIONS_RUNTIME_TOKEN', process.env.ACTIONS_RUNTIME_TOKEN || '');
- name: Install Dependencies (target)
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
VCPKG_BINARY_SOURCES: "clear;x-gha,readwrite"
run: vcpkg install --triplet ${{matrix.platform.vcpkg_toolkit}} libsodium opus libvpx libpng libjpeg-turbo
# vcpkg scripts root /usr/local/share/vcpkg/scripts
- name: Configure CMake
env:
ANDROID_NDK_HOME: ${{steps.setup_ndk.outputs.ndk-path}}
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_TOOLCHAIN_FILE=/usr/local/share/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=${{matrix.platform.vcpkg_toolkit}} -DANDROID=1 -DANDROID_PLATFORM=23 -DANDROID_ABI=${{matrix.platform.ndk_abi}} -DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=${{steps.setup_ndk.outputs.ndk-path}}/build/cmake/android.toolchain.cmake -DSDL_ANDROID_JAR=ON -DSDLIMAGE_JPG_SHARED=OFF -DSDLIMAGE_PNG_SHARED=OFF -DTOMATO_MAIN_SO=ON
- name: Build (tomato)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
- name: Build (SDL3-jar) (workaround)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t SDL3-jar
- name: Build (apk)
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato-apk
- uses: actions/upload-artifact@v4
with:
name: ${{ github.event.repository.name }}-${{matrix.platform.vcpkg_toolkit}}
# TODO: do propper packing
path: |
${{github.workspace}}/build/android/tomato.apk
macos: macos:
timeout-minutes: 10 timeout-minutes: 10
@ -35,40 +110,63 @@ jobs:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Install Dependencies - name: Install Dependencies
run: brew install libsodium run: brew install libsodium
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{github.event.repository.name}}-${{github.job}}
- name: Configure CMake - name: Configure CMake
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build - name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato
windows: windows:
timeout-minutes: 10 timeout-minutes: 15
runs-on: windows-latest runs-on: windows-latest
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Export GitHub Actions cache environment variables
uses: actions/github-script@v7
with:
script: |
core.exportVariable('ACTIONS_CACHE_URL', process.env.ACTIONS_CACHE_URL || '');
core.exportVariable('ACTIONS_RUNTIME_TOKEN', process.env.ACTIONS_RUNTIME_TOKEN || '');
- name: Install Dependencies - name: Install Dependencies
run: vcpkg install libsodium:x64-windows-static pthreads:x64-windows-static env:
VCPKG_BINARY_SOURCES: "clear;x-gha,readwrite"
run: vcpkg install pkgconf:x64-windows libsodium:x64-windows-static pthreads:x64-windows-static opus:x64-windows-static libvpx:x64-windows-static libpng:x64-windows-static libjpeg-turbo:x64-windows-static
# setup vs env # setup vs env
- uses: ilammy/msvc-dev-cmd@v1 - uses: ilammy/msvc-dev-cmd@v1
with: with:
arch: amd64 arch: amd64
## sdl_image vendored needs nasm for dav1d
#- uses: ilammy/setup-nasm@v1
#- name: ccache
# uses: hendrikmuhs/ccache-action@v1.2
# with:
# variant: sccache
# key: ${{github.event.repository.name}}-${{github.job}}
- 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 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=OFF -DSDLIMAGE_DEPS_SHARED=OFF -DSDLIMAGE_JXL=OFF -DSDLIMAGE_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 run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4 -t tomato

View File

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

100
android/CMakeLists.txt Normal file
View File

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

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

View File

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

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

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

View File

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

View File

@ -2,7 +2,10 @@ cmake_minimum_required(VERSION 3.14...3.24 FATAL_ERROR)
add_subdirectory(./entt) add_subdirectory(./entt)
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)
@ -13,12 +16,16 @@ 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)
add_subdirectory(./implot)
add_subdirectory(./stb) add_subdirectory(./stb)
add_subdirectory(./libwebp) add_subdirectory(./libwebp)
add_subdirectory(./qoi) add_subdirectory(./qoi)
add_subdirectory(./sdl_image)
if (TOMATO_BREAKPAD)
add_subdirectory(./breakpad)
endif()

139
external/breakpad/CMakeLists.txt vendored Normal file
View File

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

View File

@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.9 FATAL_ERROR) cmake_minimum_required(VERSION 3.14...3.24 FATAL_ERROR)
project(imgui C CXX) project(imgui C CXX)
@ -18,6 +18,7 @@ add_library(imgui
imgui/misc/cpp/imgui_stdlib.cpp imgui/misc/cpp/imgui_stdlib.cpp
) )
target_compile_definitions(imgui PUBLIC IMGUI_USE_WCHAR32)
target_compile_features(imgui PUBLIC cxx_std_11) target_compile_features(imgui PUBLIC cxx_std_11)
target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}") target_include_directories(imgui PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}")

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

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@ -5,9 +5,11 @@ body:
attributes: attributes:
value: | value: |
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions) FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents. For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
**If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch.
- type: markdown - type: markdown
attributes: attributes:
value: | value: |

View File

@ -8,6 +8,7 @@ on:
# "scheduled" workflow, while maintaining ability to perform local CI builds. # "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows: workflows:
- scheduled - scheduled
- manual
branches: branches:
- master - master
- docking - docking
@ -21,7 +22,7 @@ jobs:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Install Dependencies - name: Install Dependencies
shell: powershell shell: powershell
@ -123,6 +124,11 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_vulkan - name: Build Win32 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@ -168,6 +174,11 @@ jobs:
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl2_sdlrenderer2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_vulkan - name: Build x64 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
@ -207,9 +218,9 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux: Linux:
runs-on: ubuntu-22.04 runs-on: ubuntu-24.04
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -313,6 +324,18 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with C++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS) - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@ -370,6 +393,18 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (C++26, Clang)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang) - name: Build example_null (without c++ runtime, Clang)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@ -402,7 +437,7 @@ jobs:
MacOS: MacOS:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -422,6 +457,17 @@ jobs:
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (single file build, c++20)
run: |
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime) - name: Build example_null (without c++ runtime)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@ -462,7 +508,7 @@ jobs:
iOS: iOS:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Build example_apple_metal - name: Build example_apple_metal
run: | run: |
@ -470,9 +516,9 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten: Emscripten:
runs-on: ubuntu-22.04 runs-on: ubuntu-24.04
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -481,6 +527,7 @@ jobs:
emsdk-master/emsdk update emsdk-master/emsdk update
emsdk-master/emsdk install latest emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest emsdk-master/emsdk activate latest
sudo apt-get install build-essential
- name: Build example_sdl2_opengl3 with Emscripten - name: Build example_sdl2_opengl3 with Emscripten
run: | run: |
@ -489,17 +536,30 @@ jobs:
popd popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_wgpu # This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_emscripten_wgpu make -C examples/example_glfw_wgpu -f Makefile.emscripten
# This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3)
# This ensures 2 things: the CMake build works, and the GLFW contrib port is tested
- name: Build example_glfw_wgpu with Emscripten/CMake
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
emcc -v
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
cmake --build build
Android: Android:
runs-on: ubuntu-22.04 runs-on: ubuntu-24.04
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
- name: Build example_android_opengl3 - name: Build example_android_opengl3
run: | run: |

View File

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

View File

@ -12,7 +12,7 @@ jobs:
PVS-Studio: PVS-Studio:
runs-on: ubuntu-22.04 runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v3 - uses: actions/checkout@v4
with: with:
fetch-depth: 1 fetch-depth: 1

View File

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

View File

@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2024 Omar Cornut Copyright (c) 2014-2025 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View File

@ -3,10 +3,10 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
@ -20,6 +20,10 @@
// 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)
// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. // 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@ -27,7 +31,7 @@
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-12-08: Renderer: 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.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. // 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -62,8 +66,8 @@
#ifdef _WIN32 #ifdef _WIN32
#include <allegro5/allegro_windows.h> #include <allegro5/allegro_windows.h>
#endif #endif
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 #define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((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 & ~ALLEGRO_UNSTABLE_BIT) >= ((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
@ -92,6 +96,7 @@ struct ImGui_ImplAllegro5_Data
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl; ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData; char* ClipboardTextData;
ImGuiMouseCursor LastCursor;
ImVector<ImDrawVertAllegro> BufVertices; ImVector<ImDrawVertAllegro> BufVertices;
ImVector<int> BufIndices; ImVector<int> BufIndices;
@ -146,14 +151,14 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices; ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM #if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(cmd_list->VtxBuffer.Size); vertices.resize(draw_list->VtxBuffer.Size);
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{ {
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i]; const ImDrawVert* src_v = &draw_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i]; ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
} }
@ -163,21 +168,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// FIXME-OPT: Allegro doesn't support 16-bit indices. // FIXME-OPT: Allegro doesn't support 16-bit indices.
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
bd->BufIndices.resize(cmd_list->IdxBuffer.Size); bd->BufIndices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) for (int i = 0; i < draw_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i]; bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data; indices = bd->BufIndices.Data;
} }
else if (sizeof(ImDrawIdx) == 4) else if (sizeof(ImDrawIdx) == 4)
{ {
indices = (const int*)cmd_list->IdxBuffer.Data; indices = (const int*)draw_list->IdxBuffer.Data;
} }
#else #else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(cmd_list->IdxBuffer.Size); vertices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) for (int i = 0; i < draw_list->IdxBuffer.Size; i++)
{ {
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i]; ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
} }
@ -185,9 +190,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Render command lists // Render command lists
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -195,7 +200,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data); ImGui_ImplAllegro5_SetupRenderState(draw_data);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -291,7 +296,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
} }
#if ALLEGRO_HAS_CLIPBOARD #if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(void*) static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
@ -300,14 +305,16 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text); al_set_clipboard_text(bd->Display, text);
} }
#endif #endif
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) // Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code);
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{ {
switch (key_code) switch (key_code)
{ {
@ -423,6 +430,7 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -432,6 +440,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
bd->Display = display; bd->Display = display;
bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
// Create custom vertex declaration. // Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@ -446,9 +455,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD #if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.ClipboardUserData = nullptr; platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif #endif
return true; return true;
@ -490,8 +499,9 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (ev->type) switch (ev->type)
{ {
@ -561,9 +571,16 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
// Hide OS mouse cursor if imgui is drawing it
if (io.MouseDrawCursor)
imgui_cursor = ImGuiMouseCursor_None;
if (bd->LastCursor == imgui_cursor)
return;
bd->LastCursor = imgui_cursor;
if (imgui_cursor == ImGuiMouseCursor_None)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
} }
else else
@ -586,7 +603,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame() void ImGui_ImplAllegro5_NewFrame()
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture) if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects(); ImGui_ImplAllegro5_CreateDeviceObjects();

View File

@ -3,10 +3,10 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
@ -25,6 +25,7 @@
struct ALLEGRO_DISPLAY; struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT; union ALLEGRO_EVENT;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();

View File

@ -2,12 +2,12 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features or Issues:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important: // Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
@ -263,6 +263,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
bool ImGui_ImplAndroid_Init(ANativeWindow* window) bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{ {
IMGUI_CHECKVERSION();
g_Window = window; g_Window = window;
g_Time = 0.0; g_Time = 0.0;

View File

@ -2,12 +2,12 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features or Issues:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important: // Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
@ -28,6 +28,7 @@
struct ANativeWindow; struct ANativeWindow;
struct AInputEvent; struct AInputEvent;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();

View File

@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -15,6 +15,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 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.
// 2021-06-29: 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).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -80,7 +82,7 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
} }
// Functions // Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
{ {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
@ -92,90 +94,13 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f; vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0; vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp); device->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* ctx = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer // Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{ {
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
float L = draw_data->DisplayPos.x; float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -192,6 +117,82 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->pVertexConstantBuffer->Unmap(); bd->pVertexConstantBuffer->Unmap();
} }
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device->IASetInputLayout(bd->pInputLayout);
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device->VSSetShader(bd->pVertexShader);
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device->PSSetShader(bd->pPixelShader);
device->PSSetSamplers(0, 1, &bd->pFontSampler);
device->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* device = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->Unmap();
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE struct BACKUP_DX10_STATE
{ {
@ -217,24 +218,31 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
}; };
BACKUP_DX10_STATE old = {}; BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); device->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS); device->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); device->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler); device->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS); device->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS); device->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS); device->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout); device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state // Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, ctx); ImGui_ImplDX10_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@ -243,18 +251,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx); ImGui_ImplDX10_SetupRenderState(draw_data, device);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -266,34 +274,35 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle // Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r); device->RSSetScissorRects(1, &r);
// Bind texture, Draw // Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv); device->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state // Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports); device->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); device->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology); device->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
} }
static void ImGui_ImplDX10_CreateFontsTexture() static void ImGui_ImplDX10_CreateFontsTexture()
@ -340,21 +349,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
}
// Create texture sampler static void ImGui_ImplDX10_DestroyFontsTexture()
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (bd->pFontTextureView)
{ {
D3D10_SAMPLER_DESC desc; bd->pFontTextureView->Release();
ZeroMemory(&desc, sizeof(desc)); bd->pFontTextureView = nullptr;
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
} }
} }
@ -507,6 +511,22 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
} }
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
ImGui_ImplDX10_CreateFontsTexture(); ImGui_ImplDX10_CreateFontsTexture();
return true; return true;
@ -518,8 +538,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (!bd->pd3dDevice) if (!bd->pd3dDevice)
return; return;
ImGui_ImplDX10_DestroyFontsTexture();
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@ -534,6 +555,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device) bool ImGui_ImplDX10_Init(ID3D10Device* device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -578,9 +600,9 @@ void ImGui_ImplDX10_Shutdown()
void ImGui_ImplDX10_NewFrame() void ImGui_ImplDX10_NewFrame()
{ {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler) if (!bd->pVertexShader)
ImGui_ImplDX10_CreateDeviceObjects(); ImGui_ImplDX10_CreateDeviceObjects();
} }

View File

@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -18,14 +18,27 @@
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
struct ID3D10Device; struct ID3D10Device;
struct ID3D10SamplerState;
struct ID3D10Buffer;
// 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();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerDefault;
ID3D10Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -3,7 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
@ -15,12 +16,15 @@
// 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)
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 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.
// 2021-06-29: 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).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@ -81,7 +85,7 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
} }
// Functions // Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
@ -93,29 +97,50 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f; vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0; vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp); device_ctx->RSSetViewports(1, &vp);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Setup shader and vertex buffers // Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert); unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0; unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout); device_ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0); device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0); device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler); device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr, nullptr, 0); device_ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state // Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState); device_ctx->RSSetState(bd->pRasterizerState);
} }
// Render function // Render function
@ -126,7 +151,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
return; return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; ID3D11DeviceContext* device = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
@ -159,44 +184,22 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Upload vertex/index data into a single contiguous GPU buffer // Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return; return;
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return; return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size;
}
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(bd->pVertexConstantBuffer, 0);
} }
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE struct BACKUP_DX11_STATE
@ -225,26 +228,35 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
}; };
BACKUP_DX11_STATE old = {}; BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); device->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS); device->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); device->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler); device->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout); device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state // Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx); ImGui_ImplDX11_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@ -253,18 +265,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx); ImGui_ImplDX11_SetupRenderState(draw_data, device);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -276,36 +288,37 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle // Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r); device->RSSetScissorRects(1, &r);
// Bind texture, Draw // Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv); device->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state // Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports); device->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); device->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology); device->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
} }
static void ImGui_ImplDX11_CreateFontsTexture() static void ImGui_ImplDX11_CreateFontsTexture()
@ -352,21 +365,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
}
// Create texture sampler static void ImGui_ImplDX11_DestroyFontsTexture()
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (bd->pFontTextureView)
{ {
D3D11_SAMPLER_DESC desc; bd->pFontTextureView->Release();
ZeroMemory(&desc, sizeof(desc)); bd->pFontTextureView = nullptr;
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
} }
} }
@ -519,6 +527,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
} }
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
ImGui_ImplDX11_CreateFontsTexture(); ImGui_ImplDX11_CreateFontsTexture();
return true; return true;
@ -530,8 +554,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice) if (!bd->pd3dDevice)
return; return;
ImGui_ImplDX11_DestroyFontsTexture();
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@ -546,6 +571,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -594,7 +620,7 @@ void ImGui_ImplDX11_Shutdown()
void ImGui_ImplDX11_NewFrame() void ImGui_ImplDX11_NewFrame()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects(); ImGui_ImplDX11_CreateDeviceObjects();

View File

@ -3,7 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
@ -19,14 +20,28 @@
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;
struct ID3D11SamplerState;
struct ID3D11Buffer;
// 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();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -3,15 +3,11 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// To build this on 32-bit systems:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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.
@ -23,6 +19,13 @@
// 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)
// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
// 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.
// 2021-06-29: 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).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -53,23 +56,33 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif #endif
// DirectX data // DirectX12 data
struct ImGui_ImplDX12_RenderBuffers; struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Texture
{
ID3D12Resource* pTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
};
struct ImGui_ImplDX12_Data struct ImGui_ImplDX12_Data
{ {
ImGui_ImplDX12_InitInfo InitInfo;
ID3D12Device* pd3dDevice; ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature; ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState; ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat; DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource; DXGI_FORMAT DSVFormat;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ID3D12DescriptorHeap* pd3dSrvDescHeap; ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight; UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources; ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex; UINT frameIndex;
ImGui_ImplDX12_Texture FontTexture;
bool LegacySingleDescriptorUsed;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
}; };
@ -95,7 +108,7 @@ struct VERTEX_CONSTANT_BUFFER_DX12
}; };
// Functions // Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@ -125,7 +138,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
vp.MinDepth = 0.0f; vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f; vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f; vp.TopLeftX = vp.TopLeftY = 0.0f;
ctx->RSSetViewports(1, &vp); command_list->RSSetViewports(1, &vp);
// Bind shader and vertex buffers // Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert); unsigned int stride = sizeof(ImDrawVert);
@ -135,21 +148,21 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride; vbv.StrideInBytes = stride;
ctx->IASetVertexBuffers(0, 1, &vbv); command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv; D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv); command_list->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->SetPipelineState(bd->pPipelineState); command_list->SetPipelineState(bd->pPipelineState);
ctx->SetGraphicsRootSignature(bd->pRootSignature); command_list->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor // Setup blend factor
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendFactor(blend_factor); command_list->OMSetBlendFactor(blend_factor);
} }
template<typename T> template<typename T>
@ -161,7 +174,7 @@ static inline void SafeRelease(T*& res)
} }
// Render function // Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{ {
// Avoid rendering when minimized // Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
@ -222,9 +235,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
} }
// Upload vertex/index data into a single contiguous GPU buffer // Upload vertex/index data into a single contiguous GPU buffer
// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
void* vtx_resource, *idx_resource; void* vtx_resource, *idx_resource;
D3D12_RANGE range; D3D12_RANGE range = { 0, 0 };
memset(&range, 0, sizeof(D3D12_RANGE));
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
return; return;
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
@ -233,17 +246,30 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size;
} }
// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
fr->VertexBuffer->Unmap(0, &range); fr->VertexBuffer->Unmap(0, &range);
range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
fr->IndexBuffer->Unmap(0, &range); fr->IndexBuffer->Unmap(0, &range);
// Setup desired DX state // Setup desired DX state
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list;
platform_io.Renderer_RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@ -252,18 +278,18 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -273,18 +299,21 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw // Apply scissor/clipping rectangle
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
command_list->RSSetScissorRects(1, &r);
// Bind texture, Draw
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
texture_handle.ptr = (UINT64)pcmd->GetTexID(); texture_handle.ptr = (UINT64)pcmd->GetTexID();
ctx->SetGraphicsRootDescriptorTable(1, texture_handle); command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
ctx->RSSetScissorRects(1, &r); command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr;
} }
static void ImGui_ImplDX12_CreateFontsTexture() static void ImGui_ImplDX12_CreateFontsTexture()
@ -297,6 +326,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system // Upload texture to graphics system
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
{ {
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -379,7 +409,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0); HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr); IM_ASSERT(event != nullptr);
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; D3D12_COMMAND_QUEUE_DESC queueDesc = {};
@ -410,12 +440,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
fence->SetEventOnCompletion(1, event); fence->SetEventOnCompletion(1, event);
WaitForSingleObject(event, INFINITE); ::WaitForSingleObject(event, INFINITE);
cmdList->Release(); cmdList->Release();
cmdAlloc->Release(); cmdAlloc->Release();
cmdQueue->Release(); cmdQueue->Release();
CloseHandle(event); ::CloseHandle(event);
fence->Release(); fence->Release();
uploadBuffer->Release(); uploadBuffer->Release();
@ -427,21 +457,13 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
SafeRelease(bd->pFontTextureResource); SafeRelease(font_tex->pTextureResource);
bd->pFontTextureResource = pTexture; font_tex->pTextureResource = pTexture;
} }
// Store our identifier // Store our identifier
// READ THIS IF THE STATIC_ASSERT() TRIGGERS: io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
} }
bool ImGui_ImplDX12_CreateDeviceObjects() bool ImGui_ImplDX12_CreateDeviceObjects()
@ -477,9 +499,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {}; D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.MipLODBias = 0.f; staticSampler.MipLODBias = 0.f;
staticSampler.MaxAnisotropy = 0; staticSampler.MaxAnisotropy = 0;
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
@ -549,6 +571,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
psoDesc.SampleMask = UINT_MAX; psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1; psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.DSVFormat = bd->DSVFormat;
psoDesc.SampleDesc.Count = 1; psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@ -687,8 +710,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
SafeRelease(bd->pRootSignature); SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState); SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. // Free SRV descriptor used by texture
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
SafeRelease(font_tex->pTextureResource);
io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < bd->numFramesInFlight; i++) for (UINT i = 0; i < bd->numFramesInFlight; i++)
{ {
@ -698,29 +725,57 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
bd->InitInfo = *init_info; // Deep copy
init_info = &bd->InitInfo;
bd->pd3dDevice = init_info->Device;
bd->RTVFormat = init_info->RTVFormat;
bd->DSVFormat = init_info->DSVFormat;
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12"; io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->pd3dDevice = device; #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bd->RTVFormat = rtv_format; if (init_info->SrvDescriptorAllocFn == nullptr)
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; {
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; // Wrap legacy behavior of passing space for a single descriptor
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
bd->numFramesInFlight = num_frames_in_flight; init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
bd->pd3dSrvDescHeap = cbv_srv_heap; {
bd->frameIndex = UINT_MAX; ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == false);
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
bd->LegacySingleDescriptorUsed = true;
};
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
bd->LegacySingleDescriptorUsed = false;
};
}
#endif
// Allocate 1 SRV descriptor for the font texture
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++) bd->frameIndex = UINT_MAX;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
{ {
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = nullptr;
@ -732,6 +787,22 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
return true; return true;
} }
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGui_ImplDX12_InitInfo init_info;
init_info.Device = device;
init_info.NumFramesInFlight = num_frames_in_flight;
init_info.RTVFormat = rtv_format;
init_info.SrvDescriptorHeap = srv_descriptor_heap;
init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;;
return ImGui_ImplDX12_Init(&init_info);
}
#endif
void ImGui_ImplDX12_Shutdown() void ImGui_ImplDX12_Shutdown()
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@ -741,6 +812,7 @@ void ImGui_ImplDX12_Shutdown()
// Clean up windows and device objects // Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources; delete[] bd->pFrameResources;
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
@ -750,7 +822,7 @@ void ImGui_ImplDX12_Shutdown()
void ImGui_ImplDX12_NewFrame() void ImGui_ImplDX12_NewFrame()
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState) if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects(); ImGui_ImplDX12_CreateDeviceObjects();

View File

@ -3,10 +3,11 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// See imgui_impl_dx12.cpp file for details. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// 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.
@ -20,25 +21,54 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT #include <dxgiformat.h> // DXGI_FORMAT
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
struct ID3D12Device; // Initialization data, for ImGui_ImplDX12_Init()
struct ID3D12DescriptorHeap; struct ImGui_ImplDX12_InitInfo
struct ID3D12GraphicsCommandList; {
struct D3D12_CPU_DESCRIPTOR_HANDLE; ID3D12Device* Device;
struct D3D12_GPU_DESCRIPTOR_HANDLE; ID3D12CommandQueue* CommandQueue;
int NumFramesInFlight;
DXGI_FORMAT RTVFormat; // RenderTarget format.
DXGI_FORMAT DSVFormat; // DepthStencilView format.
void* UserData;
// cmd_list is the command list that the implementation will use to render imgui draw lists. // Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. ID3D12DescriptorHeap* SrvDescriptorHeap;
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
#endif
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device* Device;
ID3D12GraphicsCommandList* CommandList;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -3,7 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// 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.
@ -15,6 +16,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 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.
// 2021-06-29: 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).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
@ -50,6 +53,7 @@ struct ImGui_ImplDX9_Data
LPDIRECT3DTEXTURE9 FontTexture; LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize; int VertexBufferSize;
int IndexBufferSize; int IndexBufferSize;
bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
}; };
@ -87,41 +91,45 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.Height = (DWORD)draw_data->DisplaySize.y; vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp);
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
device->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(nullptr); device->SetPixelShader(nullptr);
bd->pd3dDevice->SetVertexShader(nullptr); device->SetVertexShader(nullptr);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); device->SetRenderState(D3DRS_ZENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); device->SetRenderState(D3DRS_FOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); device->SetRenderState(D3DRS_CLIPPING, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); device->SetRenderState(D3DRS_LIGHTING, FALSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Setup orthographic projection matrix // Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -139,9 +147,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } }; } } };
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); device->SetTransform(D3DTS_WORLD, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); device->SetTransform(D3DTS_VIEW, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); device->SetTransform(D3DTS_PROJECTION, &mat_projection);
} }
} }
@ -152,51 +160,53 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return; return;
// Create and grow buffers if needed
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return; return;
} }
// Backup the DX9 state // Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = nullptr; IDirect3DStateBlock9* state_block = nullptr;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return; return;
if (d3d9_state_block->Capture() < 0) if (state_block->Capture() < 0)
{ {
d3d9_state_block->Release(); state_block->Release();
return; return;
} }
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection; D3DMATRIX last_world, last_view, last_projection;
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); device->GetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); device->GetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); device->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers // Allocate buffers
CUSTOMVERTEX* vtx_dst; CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst; ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{ {
d3d9_state_block->Release(); state_block->Release();
return; return;
} }
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{ {
bd->pVB->Unlock(); bd->pVB->Unlock();
d3d9_state_block->Release(); state_block->Release();
return; return;
} }
@ -206,9 +216,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{ {
vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[1] = vtx_src->pos.y;
@ -219,14 +229,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
vtx_dst++; vtx_dst++;
vtx_src++; vtx_src++;
} }
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size;
} }
bd->pVB->Unlock(); bd->pVB->Unlock();
bd->pIB->Unlock(); bd->pIB->Unlock();
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
bd->pd3dDevice->SetIndices(bd->pIB); device->SetIndices(bd->pIB);
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); device->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state // Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data); ImGui_ImplDX9_SetupRenderState(draw_data);
@ -238,10 +248,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -249,7 +259,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data); ImGui_ImplDX9_SetupRenderState(draw_data);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -259,31 +269,52 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw // Apply scissor/clipping rectangle
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
bd->pd3dDevice->SetTexture(0, texture); device->SetTexture(0, texture);
bd->pd3dDevice->SetScissorRect(&r); device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
// Restore the DX9 transform // Restore the DX9 transform
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); device->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); device->SetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); device->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state // Restore the DX9 state
d3d9_state_block->Apply(); state_block->Apply();
d3d9_state_block->Release(); state_block->Release();
}
static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
{
LPDIRECT3D9 pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
} }
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -294,6 +325,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
bd->pd3dDevice = device; bd->pd3dDevice = device;
bd->pd3dDevice->AddRef(); bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
return true; return true;
} }
@ -312,6 +344,28 @@ void ImGui_ImplDX9_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
}
}
static bool ImGui_ImplDX9_CreateFontsTexture() static bool ImGui_ImplDX9_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
@ -321,36 +375,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
int width, height, bytes_per_pixel; int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#endif
// Upload texture to graphics system // Upload texture to graphics system
bd->FontTexture = nullptr; bd->FontTexture = nullptr;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false; return false;
D3DLOCKED_RECT tex_locked_rect; D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
return false; return false;
for (int y = 0; y < height; y++) ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
bd->FontTexture->UnlockRect(0); bd->FontTexture->UnlockRect(0);
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
return true; return true;
} }
@ -377,7 +413,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects(); ImGui_ImplDX9_CreateDeviceObjects();

View File

@ -3,7 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// 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.
@ -19,6 +20,7 @@
struct IDirect3DDevice9; struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();

View File

@ -6,9 +6,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// 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.
@ -18,8 +18,21 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// About Emscripten support:
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. // 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
@ -85,17 +98,29 @@
#ifdef _WIN32 #ifdef _WIN32
#undef APIENTRY #undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include <GLFW/glfw3native.h> // for glfwGetWin32Window() #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif #endif
#ifdef __APPLE__ #ifdef __APPLE__
#ifndef GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_COCOA #define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif #endif
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <emscripten/html5.h> #include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif #endif
// We gather version tests as define in order to easily see which features are version-dependent. // We gather version tests as define in order to easily see which features are version-dependent.
@ -114,7 +139,7 @@ enum GlfwClientApi
{ {
GlfwClientApi_Unknown, GlfwClientApi_Unknown,
GlfwClientApi_OpenGL, GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan GlfwClientApi_Vulkan,
}; };
struct ImGui_ImplGlfw_Data struct ImGui_ImplGlfw_Data
@ -127,7 +152,7 @@ struct ImGui_ImplGlfw_Data
ImVec2 LastValidMousePos; ImVec2 LastValidMousePos;
bool InstalledCallbacks; bool InstalledCallbacks;
bool CallbacksChainForAllWindows; bool CallbacksChainForAllWindows;
#ifdef __EMSCRIPTEN__ #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const char* CanvasSelector; const char* CanvasSelector;
#endif #endif
@ -141,7 +166,7 @@ struct ImGui_ImplGlfw_Data
GLFWcharfun PrevUserCallbackChar; GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor; GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32 #ifdef _WIN32
WNDPROC GlfwWndProc; WNDPROC PrevWndProc;
#endif #endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
@ -160,19 +185,13 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) // Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
{ {
glfwSetClipboardString((GLFWwindow*)user_data, text); IM_UNUSED(scancode);
} switch (keycode)
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
switch (key)
{ {
case GLFW_KEY_TAB: return ImGuiKey_Tab; case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
@ -331,7 +350,7 @@ 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__ #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return; return;
#endif #endif
@ -340,9 +359,10 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
io.AddMouseWheelEvent((float)xoffset, (float)yoffset); io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
} }
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{ {
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
// 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.
@ -353,7 +373,7 @@ 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__) // Eat errors (see #5908) #if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // 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)
@ -387,7 +407,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
} }
@ -450,7 +470,7 @@ 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__ #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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.
@ -493,7 +513,7 @@ 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->GlfwWndProc, hWnd, msg, wParam, lParam); return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
} }
#endif #endif
@ -549,9 +569,18 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
bd->CallbacksChainForAllWindows = chain_for_all_windows; bd->CallbacksChainForAllWindows = chain_for_all_windows;
} }
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
#else
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
#endif
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
@ -565,9 +594,12 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->Window = window; bd->Window = window;
bd->Time = 0.0; bd->Time = 0.0;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
io.ClipboardUserData = bd->Window; platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
// Create mouse cursors // Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@ -598,15 +630,10 @@ 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__)
@ -617,11 +644,28 @@ 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->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->GlfwWndProc != nullptr); IM_ASSERT(bd->PrevWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif #endif
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
if (emscripten::glfw3::IsRuntimePlatformApple())
{
ImGui::GetIO().ConfigMacOSXBehaviors = true;
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
// This means that Meta + V only registers a single key-press, even if the keys are held.
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
}
#endif
#endif
bd->ClientApi = client_api; bd->ClientApi = client_api;
return true; return true;
} }
@ -649,18 +693,19 @@ void ImGui_ImplGlfw_Shutdown()
if (bd->InstalledCallbacks) if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window); ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef __EMSCRIPTEN__ #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); if (bd->CanvasSelector)
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: register a WndProc hook so we can intercept some messages. // Windows: restore our WndProc hook
#ifdef _WIN32 #ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
bd->GlfwWndProc = nullptr; bd->PrevWndProc = nullptr;
#endif #endif
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
@ -674,19 +719,17 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// (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;
#endif #endif
if (is_window_focused) if (is_window_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
@ -737,7 +780,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
return; return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) #if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
GLFWgamepadstate gamepad; GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return; return;
@ -785,7 +828,7 @@ void ImGui_ImplGlfw_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
@ -811,7 +854,17 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
#ifdef __EMSCRIPTEN__ // GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
::Sleep(milliseconds);
#else
usleep(milliseconds * 1000);
#endif
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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;
@ -832,11 +885,11 @@ static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, con
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. // '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_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, 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();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector; bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
@ -844,8 +897,24 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
// 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);
} }
#endif #elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
// by invoking emscripten_glfw_make_canvas_resizable afterward.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
{
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
IM_ASSERT(window == w); // Sanity check
IM_UNUSED(w);
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@ -5,9 +5,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// 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.
@ -24,15 +24,17 @@
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 // Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector); IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif #endif
// GLFW callbacks install // GLFW callbacks install
@ -55,4 +57,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key,
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -6,8 +6,8 @@
// !!! Nowadays, prefer using GLFW or SDL instead! // !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features: // Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues: // Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
@ -167,6 +167,7 @@ static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
bool ImGui_ImplGLUT_Init() bool ImGui_ImplGLUT_Init()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
#ifdef FREEGLUT #ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)"; io.BackendPlatformName = "imgui_impl_glut (freeglut)";

View File

@ -6,8 +6,8 @@
// !!! Nowadays, prefer using GLFW or SDL instead! // !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features: // Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues: // Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
@ -26,6 +26,7 @@
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();

View File

@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -25,6 +25,7 @@
@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);
@ -51,6 +52,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#include <Metal/Metal.hpp> #include <Metal/Metal.hpp>
#ifndef __OBJC__ #ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);

View File

@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -15,6 +15,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. // 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization. // 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems. // 2022-06-30: Metal: Use __bridge for ARC based systems.
@ -76,10 +77,9 @@ struct ImGui_ImplMetal_Data
{ {
MetalContext* SharedMetalContext; MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
@ -125,8 +125,11 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
bool ImGui_ImplMetal_Init(id<MTLDevice> device) bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal"; io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -140,6 +143,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
void ImGui_ImplMetal_Shutdown() void ImGui_ImplMetal_Shutdown()
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_DestroyDeviceObjects(); ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData(); ImGui_ImplMetal_DestroyBackendData();
@ -153,9 +157,12 @@ void ImGui_ImplMetal_Shutdown()
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
#endif
if (bd->SharedMetalContext.depthStencilState == nil) if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
} }
@ -244,14 +251,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
size_t indexBufferOffset = 0; size_t indexBufferOffset = 0;
for (int n = 0; n < drawData->CmdListsCount; n++) for (int n = 0; n < drawData->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = drawData->CmdLists[n]; const ImDrawList* draw_list = drawData->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -259,7 +266,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -289,7 +296,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
// Bind texture, Draw // Bind texture, Draw
if (ImTextureID tex_id = pcmd->GetTexID()) if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0]; [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
@ -300,21 +307,18 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
} }
} }
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
} }
__block MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{ {
dispatch_async(dispatch_get_main_queue(), ^{ dispatch_async(dispatch_get_main_queue(), ^{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); @synchronized(bd->SharedMetalContext.bufferCache)
if (bd != nullptr)
{ {
@synchronized(bd->SharedMetalContext.bufferCache) [sharedMetalContext.bufferCache addObject:vertexBuffer];
{ [sharedMetalContext.bufferCache addObject:indexBuffer];
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
}
} }
}); });
}]; }];
@ -345,7 +349,7 @@ bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor]; id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
bd->SharedMetalContext.fontTexture = texture; bd->SharedMetalContext.fontTexture = texture;
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
return (bd->SharedMetalContext.fontTexture != nil); return (bd->SharedMetalContext.fontTexture != nil);
} }
@ -365,8 +369,10 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
#ifdef IMGUI_IMPL_METAL_CPP
[depthStencilDescriptor release];
#endif
ImGui_ImplMetal_CreateFontsTexture(device); ImGui_ImplMetal_CreateFontsTexture(device);
return true; return true;
} }

View File

@ -3,6 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -22,8 +24,10 @@
// 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)
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 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 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).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
@ -83,6 +87,7 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
bool ImGui_ImplOpenGL2_Init() bool ImGui_ImplOpenGL2_Init()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -108,10 +113,12 @@ void ImGui_ImplOpenGL2_Shutdown()
void ImGui_ImplOpenGL2_NewFrame() void ImGui_ImplOpenGL2_NewFrame()
{ {
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects(); ImGui_ImplOpenGL2_CreateDeviceObjects();
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)
@ -188,16 +195,16 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -205,7 +212,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -259,6 +266,8 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

View File

@ -3,6 +3,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@ -24,6 +26,7 @@
#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!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

View File

@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// About WebGL/ES: // About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@ -22,6 +22,10 @@
// 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)
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) // 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) // 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
@ -121,6 +125,7 @@
// 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
@ -132,6 +137,7 @@
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#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)
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
#endif #endif
// GL includes // GL includes
@ -159,6 +165,7 @@
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL #define IMGL3W_IMPL
@ -176,9 +183,21 @@
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif #endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. // Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
#ifdef GL_POLYGON_MODE // A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
#define IMGUI_IMPL_HAS_POLYGON_MODE #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
#endif
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
#if !defined(IMGUI_IMPL_OPENGL_ES2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif #endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
@ -191,16 +210,6 @@
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif #endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL use extension detection
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
// [Debugging] // [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG //#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG #ifdef IMGUI_IMPL_OPENGL_DEBUG
@ -229,6 +238,7 @@ struct ImGui_ImplOpenGL3_Data
unsigned int VboHandle, ElementsHandle; unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize; GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize; GLsizeiptr IndexBufferSize;
bool HasPolygonMode;
bool HasClipOrigin; bool HasClipOrigin;
bool UseBufferSubData; bool UseBufferSubData;
@ -270,6 +280,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize our loader // Initialize our loader
@ -287,6 +298,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3"; io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2) // Query for GL version (e.g. 320 for GL 3.2)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2 // GLES 2
bd->GlVersion = 200; bd->GlVersion = 200;
@ -298,11 +310,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor); glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0) if (major == 0 && minor == 0)
{ sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10); bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK) #if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320) if (bd->GlVersion >= 320)
@ -312,6 +320,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#if defined(IMGUI_IMPL_OPENGL_ES3) #if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true; bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif #endif
bd->UseBufferSubData = false; bd->UseBufferSubData = false;
@ -326,7 +337,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG #ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -358,8 +369,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support // Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450); bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0; GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++) for (GLint i = 0; i < num_extensions; i++)
@ -389,10 +403,12 @@ void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_NewFrame() void ImGui_ImplOpenGL3_NewFrame()
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle) if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects(); ImGui_ImplOpenGL3_CreateDeviceObjects();
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)
@ -411,8 +427,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (bd->GlVersion >= 310) if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART); glDisable(GL_PRIMITIVE_RESTART);
#endif #endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (bd->HasPolygonMode)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
@ -500,8 +517,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
#endif #endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
@ -536,7 +553,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays.... // - OpenGL drivers are in a very sorry state nowadays....
@ -546,8 +563,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData) if (bd->UseBufferSubData)
{ {
if (bd->VertexBufferSize < vtx_buffer_size) if (bd->VertexBufferSize < vtx_buffer_size)
@ -560,18 +577,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = idx_buffer_size; bd->IndexBufferSize = idx_buffer_size;
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
} }
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data));
} }
else else
{ {
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW));
} }
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -579,7 +596,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -639,18 +656,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif #endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
{ #endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
@ -675,12 +684,14 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif #endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier // Store identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state // Restore state
@ -747,6 +758,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
GLint last_texture, last_array_buffer; GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
GLint last_pixel_unpack_buffer = 0;
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array; GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@ -882,13 +897,15 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Create shaders // Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); GLuint vert_handle;
GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle); glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader"); CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); GLuint frag_handle;
GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle); glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader"); CheckShader(frag_handle, "fragment shader");
@ -920,6 +937,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif #endif

View File

@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// About WebGL/ES: // About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@ -29,7 +29,7 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
// Backend API // Follow "Getting Started" link and check examples/ folder to learn about using backends!
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();
@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions // Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \ #if !defined(IMGUI_IMPL_OPENGL_ES2) \

View File

@ -10,7 +10,7 @@
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
// //
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): // IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' // IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. // IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) // (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. // YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
@ -18,7 +18,7 @@
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. // WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
// //
// Regenerate with: // Regenerate with:
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// //
// More info: // More info:
// https://github.com/dearimgui/gl3w_stripped // https://github.com/dearimgui/gl3w_stripped
@ -181,6 +181,9 @@ typedef khronos_uint8_t GLubyte;
#define GL_LINEAR 0x2601 #define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
@ -231,6 +234,9 @@ GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif #endif
#endif /* GL_VERSION_1_1 */ #endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#ifndef GL_VERSION_1_3 #ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0 #define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0 #define GL_ACTIVE_TEXTURE 0x84E0
@ -346,6 +352,10 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif #endif
#endif /* GL_VERSION_2_0 */ #endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0 #ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf; typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B #define GL_MAJOR_VERSION 0x821B
@ -661,31 +671,123 @@ static GL3WglProc get_proc(const char *proc)
#else #else
#include <dlfcn.h> #include <dlfcn.h>
static void *libgl; static void* libgl; // OpenGL library
static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static int open_libgl(void) static void close_libgl(void)
{ {
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl) if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl) if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN; return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); }
return GL3W_OK; return GL3W_OK;
} }
static void close_libgl(void) { dlclose(libgl); } static GL3WglProc get_proc(const char* proc)
static GL3WglProc get_proc(const char *proc)
{ {
GL3WglProc res; GL3WglProc res = NULL;
res = glx_get_proc_address((const GLubyte *)proc);
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res) if (!res)
*(void **)(&res) = dlsym(libgl, proc); res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res; return res;
} }
#endif #endif

View File

@ -4,11 +4,11 @@
// - Requires linking with the GameController framework ("-framework GameController"). // - Requires linking with the GameController framework ("-framework GameController").
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support. // [X] Platform: IME support.
// 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.
@ -27,6 +27,7 @@
@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);
@ -41,6 +42,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
// #include <AppKit/AppKit.hpp> // #include <AppKit/AppKit.hpp>
#ifndef __OBJC__ #ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);

View File

@ -4,11 +4,11 @@
// - Requires linking with the GameController framework ("-framework GameController"). // - Requires linking with the GameController framework ("-framework GameController").
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support. // [X] Platform: IME support.
// 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.
@ -29,6 +29,11 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. // 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). // 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
@ -80,11 +85,11 @@ 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((void*)this, 0, sizeof(*this)); }
}; };
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
@ -134,7 +139,7 @@ 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];
@ -254,7 +259,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@end @end
// Functions // Functions
static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code);
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
{ {
switch (key_code) switch (key_code)
{ {
@ -392,15 +400,21 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
bool ImGui_ImplOSX_Init(NSView* view) bool ImGui_ImplOSX_Init(NSView* view)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.BackendPlatformUserData = (void*)bd; IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//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)
io.BackendPlatformName = "imgui_impl_osx";
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;
@ -417,14 +431,14 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
io.SetClipboardTextFn = [](void*, const char* str) -> void platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
{ {
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
}; };
io.GetClipboardTextFn = [](void*) -> const char* platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
{ {
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
@ -459,7 +473,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder]; [view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view); ImGui_ImplOSX_AddTrackingArea(view);
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void platform_io.Platform_SetImeDataFn = [](ImGuiContext*, 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)
@ -534,7 +548,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
static void ImGui_ImplOSX_UpdateGamepads() static void ImGui_ImplOSX_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return; return;
@ -601,6 +614,7 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
void ImGui_ImplOSX_NewFrame(NSView* view) void ImGui_ImplOSX_NewFrame(NSView* view)
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size // Setup display size

View File

@ -6,9 +6,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: 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 are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -21,6 +21,18 @@
// 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)
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-10-05: 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)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
@ -89,9 +101,12 @@
// SDL // SDL
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#if defined(__APPLE__) #ifdef __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
@ -99,20 +114,31 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
#endif
// SDL Data // SDL Data
struct ImGui_ImplSDL2_Data struct ImGui_ImplSDL2_Data
{ {
SDL_Window* Window; SDL_Window* Window;
SDL_Renderer* Renderer; Uint32 WindowID;
Uint64 Time; SDL_Renderer* Renderer;
Uint32 MouseWindowID; Uint64 Time;
int MouseButtonsDown; char* ClipboardTextData;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* LastMouseCursor; // Mouse handling
int PendingMouseLeaveFrame; Uint32 MouseWindowID;
char* ClipboardTextData; int MouseButtonsDown;
bool MouseCanUseGlobalState; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
// Gamepad handling
ImVector<SDL_GameController*> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@ -127,7 +153,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*) static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
@ -136,13 +162,13 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*)
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
{ {
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{ {
if (data->WantVisible) if (data->WantVisible)
{ {
@ -155,8 +181,11 @@ static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
} }
} }
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) // Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{ {
IM_UNUSED(scancode);
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; case SDLK_TAB: return ImGuiKey_Tab;
@ -278,6 +307,7 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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;
} }
@ -291,6 +321,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
} }
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -298,13 +334,16 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
{ {
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -312,6 +351,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX; float wheel_x = -event->wheel.preciseX;
@ -320,7 +361,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
float wheel_x = -(float)event->wheel.x; float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y; float wheel_y = (float)event->wheel.y;
#endif #endif
#ifdef __EMSCRIPTEN__ #if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
wheel_x /= 100.0f; wheel_x /= 100.0f;
#endif #endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@ -330,6 +371,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: case SDL_MOUSEBUTTONUP:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1; int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -345,20 +388,28 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); //IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true; return true;
} }
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window. // - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@ -368,23 +419,34 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
if (window_event == SDL_WINDOWEVENT_ENTER) if (window_event == SDL_WINDOWEVENT_ENTER)
{ {
bd->MouseWindowID = event->window.windowID; bd->MouseWindowID = event->window.windowID;
bd->PendingMouseLeaveFrame = 0; bd->MouseLastLeaveFrame = 0;
} }
if (window_event == SDL_WINDOWEVENT_LEAVE) if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true); io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false); io.AddFocusEvent(false);
return true; return true;
} }
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
} }
return false; return false;
} }
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) #ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position // Check and store if we are on a SDL backend that supports global mouse position
@ -406,13 +468,22 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state; bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.ClipboardUserData = nullptr; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; platform_io.Platform_ClipboardUserData = nullptr;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#endif
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors // Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
@ -428,6 +499,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
// Set platform dependent data in viewport // Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
main_viewport->PlatformHandleRaw = nullptr; main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
@ -461,13 +533,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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)
{ {
IM_UNUSED(sdl_gl_context); // Viewport branch will need this. return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -475,7 +547,7 @@ 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); return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
} }
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -483,24 +555,26 @@ 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); return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
} }
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{ {
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, nullptr, 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); return ImGui_ImplSDL2_Init(window, renderer, nullptr);
} }
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{ {
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
} }
static void ImGui_ImplSDL2_CloseGamepads();
void ImGui_ImplSDL2_Shutdown() void ImGui_ImplSDL2_Shutdown()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@ -511,7 +585,7 @@ void ImGui_ImplSDL2_Shutdown()
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]); SDL_FreeCursor(bd->MouseCursors[cursor_n]);
bd->LastMouseCursor = nullptr; ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
@ -535,7 +609,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
#endif #endif
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
@ -567,65 +641,124 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
{ {
// Show OS mouse cursor // Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->LastMouseCursor != expected_cursor) if (bd->MouseLastCursor != expected_cursor)
{ {
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->LastMouseCursor = expected_cursor; bd->MouseLastCursor = expected_cursor;
} }
SDL_ShowCursor(SDL_TRUE); SDL_ShowCursor(SDL_TRUE);
} }
} }
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController* gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
{
bool merged_value = false;
for (SDL_GameController* gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_GameController* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads() static void ImGui_ImplSDL2_UpdateGamepads()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
// Get gamepad // Update list of controller(s) to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
{
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = SDL_GameControllerOpen(0); if (bd->Gamepads.Size == 0)
if (!game_controller)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs // Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
} }
void ImGui_ImplSDL2_NewFrame() void ImGui_ImplSDL2_NewFrame()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
@ -636,6 +769,10 @@ void ImGui_ImplSDL2_NewFrame()
w = h = 0; w = h = 0;
if (bd->Renderer != nullptr) if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
#if SDL_HAS_VULKAN
else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
#endif
else else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
@ -651,10 +788,10 @@ void ImGui_ImplSDL2_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{ {
bd->MouseWindowID = 0; bd->MouseWindowID = 0;
bd->PendingMouseLeaveFrame = 0; bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
} }

View File

@ -5,9 +5,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: 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 are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -24,8 +24,10 @@
struct SDL_Window; struct SDL_Window;
struct SDL_Renderer; struct SDL_Renderer;
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);
@ -36,8 +38,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter // When using manual mode, caller is responsible for opening/closing gamepad.
#endif enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -1,16 +1,16 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: 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 are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features: // [X] Platform: IME support.
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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.
@ -22,6 +22,25 @@
// 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)
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes. // 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) // 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
@ -58,19 +77,38 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data // SDL Data
struct ImGui_ImplSDL3_Data struct ImGui_ImplSDL3_Data
{ {
SDL_Window* Window; SDL_Window* Window;
SDL_Renderer* Renderer; SDL_WindowID WindowID;
Uint64 Time; SDL_Renderer* Renderer;
Uint32 MouseWindowID; Uint64 Time;
int MouseButtonsDown; char* ClipboardTextData;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* LastMouseCursor; // IME handling
int PendingMouseLeaveFrame; SDL_Window* ImeWindow;
char* ClipboardTextData;
bool MouseCanUseGlobalState; // Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@ -85,22 +123,31 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
} }
// Functions // Functions
static const char* ImGui_ImplSDL3_GetClipboardText(void*) static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{ {
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);
bd->ClipboardTextData = SDL_GetClipboardText(); const char* sdl_clipboard_text = SDL_GetClipboardText();
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{ {
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data) static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
}
if (data->WantVisible) if (data->WantVisible)
{ {
SDL_Rect r; SDL_Rect r;
@ -108,12 +155,38 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
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_SetTextInputRect(&r); SDL_SetTextInputArea(window, &r, 0);
SDL_StartTextInput(window);
bd->ImeWindow = window;
} }
} }
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode) // Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{ {
// Keypad doesn't have individual key values in SDL3
switch (scancode)
{
case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
default: break;
}
switch (keycode) switch (keycode)
{ {
case SDLK_TAB: return ImGuiKey_Tab; case SDLK_TAB: return ImGuiKey_Tab;
@ -131,7 +204,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_SPACE: return ImGuiKey_Space; case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape; case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe; case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma; case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period; case SDLK_PERIOD: return ImGuiKey_Period;
@ -141,29 +214,12 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash; case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
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;
@ -183,32 +239,32 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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;
@ -235,6 +291,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
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;
} }
@ -248,6 +305,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
} }
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@ -255,13 +319,16 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
{ {
case SDL_EVENT_MOUSE_MOTION: case SDL_EVENT_MOUSE_MOTION:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
@ -269,12 +336,11 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
} }
case SDL_EVENT_MOUSE_WHEEL: case SDL_EVENT_MOUSE_WHEEL:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x; float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y; float wheel_y = event->wheel.y;
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y); io.AddMouseWheelEvent(wheel_x, wheel_y);
return true; return true;
@ -282,6 +348,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_BUTTON_UP:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1; int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
@ -297,22 +365,30 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
} }
case SDL_EVENT_TEXT_INPUT: case SDL_EVENT_TEXT_INPUT:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
{ {
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); return false;
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.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.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true; return true;
} }
case SDL_EVENT_WINDOW_MOUSE_ENTER: case SDL_EVENT_WINDOW_MOUSE_ENTER:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MouseWindowID = event->window.windowID; bd->MouseWindowID = event->window.windowID;
bd->PendingMouseLeaveFrame = 0; bd->MousePendingLeaveFrame = 0;
return true; return true;
} }
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@ -321,33 +397,44 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3. // FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE: case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{ {
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true; return true;
} }
case SDL_EVENT_WINDOW_FOCUS_GAINED: case SDL_EVENT_WINDOW_FOCUS_GAINED:
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST: case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false); {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true; return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
} }
return false; return false;
} }
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{ {
IM_UNUSED(window); viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
viewport->PlatformHandleRaw = nullptr; viewport->PlatformHandleRaw = nullptr;
#if defined(__WIN32__) && !defined(__WINRT__) #if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr); viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr); viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif #endif
} }
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch IM_UNUSED(sdl_gl_context); // Unused in this branch
@ -370,24 +457,29 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state; bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.ClipboardUserData = nullptr; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors // Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// 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
@ -440,11 +532,18 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
return ImGui_ImplSDL3_Init(window, renderer, nullptr); return ImGui_ImplSDL3_Init(window, renderer, nullptr);
} }
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{ {
return ImGui_ImplSDL3_Init(window, nullptr, nullptr); return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
} }
static void ImGui_ImplSDL3_CloseGamepads();
void ImGui_ImplSDL3_Shutdown() void ImGui_ImplSDL3_Shutdown()
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@ -455,7 +554,7 @@ void ImGui_ImplSDL3_Shutdown()
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_DestroyCursor(bd->MouseCursors[cursor_n]); SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
bd->LastMouseCursor = nullptr; ImGui_ImplSDL3_CloseGamepads();
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
@ -471,7 +570,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse(bd->MouseButtonsDown != 0);
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window); const bool is_app_focused = (bd->Window == focused_window);
#else #else
@ -480,7 +579,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
#endif #endif
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
@ -514,65 +613,125 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
{ {
// Show OS mouse cursor // Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->LastMouseCursor != expected_cursor) if (bd->MouseLastCursor != expected_cursor)
{ {
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->LastMouseCursor = expected_cursor; bd->MouseLastCursor = expected_cursor;
} }
SDL_ShowCursor(); SDL_ShowCursor();
} }
} }
static void ImGui_ImplSDL3_CloseGamepads()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
for (SDL_Gamepad* gamepad : bd->Gamepads)
SDL_CloseGamepad(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
bool merged_value = false;
for (SDL_Gamepad* gamepad : bd->Gamepads)
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_Gamepad* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL3_UpdateGamepads() static void ImGui_ImplSDL3_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return;
// Get gamepad // Update list of gamepads to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
SDL_free(sdl_gamepads);
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_Gamepad* gamepad = SDL_OpenGamepad(0); if (bd->Gamepads.Size == 0)
if (!gamepad)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs // Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); } ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
} }
void ImGui_ImplSDL3_NewFrame() void ImGui_ImplSDL3_NewFrame()
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
@ -595,10 +754,10 @@ void ImGui_ImplSDL3_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{ {
bd->MouseWindowID = 0; bd->MouseWindowID = 0;
bd->PendingMouseLeaveFrame = 0; bd->MousePendingLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
} }

View File

@ -1,16 +1,16 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) // dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: 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 are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features: // [X] Platform: IME support.
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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.
@ -26,16 +26,24 @@
struct SDL_Window; struct SDL_Window;
struct SDL_Renderer; struct SDL_Renderer;
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);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@ -0,0 +1,617 @@
// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
// CHANGELOG
// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData
{
SDL_GPUBuffer* VertexBuffer = nullptr;
SDL_GPUBuffer* IndexBuffer = nullptr;
uint32_t VertexBufferSize = 0;
uint32_t IndexBufferSize = 0;
};
// SDL_GPU Data
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
// Font data
SDL_GPUSampler* FontSampler = nullptr;
SDL_GPUTexture* FontTexture = nullptr;
SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
// Frame data for main window
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
};
// Forward Declarations
static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
// FUNCTIONS
//-----------------------------------------------------------------------------
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support has never been tested.
static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
{
//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
// Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
// Bind Vertex And Index Buffers
if (draw_data->TotalVtxCount > 0)
{
SDL_GPUBufferBinding vertex_buffer_binding = {};
vertex_buffer_binding.buffer = fd->VertexBuffer;
vertex_buffer_binding.offset = 0;
SDL_GPUBufferBinding index_buffer_binding = {};
index_buffer_binding.buffer = fd->IndexBuffer;
index_buffer_binding.offset = 0;
SDL_BindGPUVertexBuffers(render_pass,0,&vertex_buffer_binding,1);
SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
}
// Setup viewport
SDL_GPUViewport viewport = {};
viewport.x = 0;
viewport.y = 0;
viewport.w = (float)fb_width;
viewport.h = (float)fb_height;
viewport.min_depth = 0.0f;
viewport.max_depth = 1.0f;
SDL_SetGPUViewport(render_pass,&viewport);
// Setup scale and translation
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
struct UBO { float scale[2]; float translation[2]; } ubo;
ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
}
static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
SDL_GPUBufferCreateInfo buffer_info = {};
buffer_info.usage = usage;
buffer_info.size = new_size;
buffer_info.props = 0;
*buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
*old_size = new_size;
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
}
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
// FIXME: It feels like more code could be shared there.
SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
vertex_transferbuffer_info.size = vertex_size;
SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
SDL_GPUTransferBufferLocation index_buffer_location = {};
index_buffer_location.offset = 0;
index_buffer_location.transfer_buffer = index_transferbuffer;
SDL_GPUBufferRegion vertex_buffer_region = {};
vertex_buffer_region.buffer = fd->VertexBuffer;
vertex_buffer_region.offset = 0;
vertex_buffer_region.size = vertex_size;
SDL_GPUBufferRegion index_buffer_region = {};
index_buffer_region.buffer = fd->IndexBuffer;
index_buffer_region.offset = 0;
index_buffer_region.size = index_size;
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
SDL_EndGPUCopyPass(copy_pass);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
}
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
if (pipeline == nullptr)
pipeline = bd->Pipeline;
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
SDL_Rect scissor_rect = {};
scissor_rect.x = (int)clip_min.x;
scissor_rect.y = (int)clip_min.y;
scissor_rect.w = (int)(clip_max.x - clip_min.x);
scissor_rect.h = (int)(clip_max.y - clip_min.y);
SDL_SetGPUScissor(render_pass,&scissor_rect);
// Bind DescriptorSet with font or user texture
SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
// Draw
SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
// Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
// In theory we should aim to backup/restore those values but I am not sure this is possible.
// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
SDL_SetGPUScissor(render_pass, &scissor_rect);
}
bool ImGui_ImplSDLGPU3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
// Destroy existing texture (if any)
if (bd->FontTexture)
{
SDL_WaitForGPUIdle(v->GpuDevice);
ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
uint32_t upload_size = width * height * 4 * sizeof(char);
// Create the Image:
{
SDL_GPUTextureCreateInfo texture_info = {};
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
texture_info.width = width;
texture_info.height = height;
texture_info.layer_count_or_depth = 1;
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
}
// Assign the texture to the TextureSamplerBinding
bd->FontBinding.texture = bd->FontTexture;
// Create all the upload structures and upload:
{
SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {};
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
font_transferbuffer_info.size = upload_size;
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
memcpy(texture_ptr, pixels, upload_size);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_GPUTextureTransferInfo font_transfer_info = {};
font_transfer_info.offset = 0;
font_transfer_info.transfer_buffer = font_transferbuffer;
SDL_GPUTextureRegion font_texture_region = {};
font_texture_region.texture = bd->FontTexture;
font_texture_region.w = width;
font_texture_region.h = height;
font_texture_region.d = 1;
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
return true;
}
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
void ImGui_ImplSDLGPU3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
if (bd->FontTexture)
{
SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
io.Fonts->SetTexID(0);
}
static void Imgui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
vertex_shader_info.num_uniform_buffers = 1;
vertex_shader_info.num_storage_buffers = 0;
vertex_shader_info.num_storage_textures = 0;
vertex_shader_info.num_samplers = 0;
SDL_GPUShaderCreateInfo fragment_shader_info = {};
fragment_shader_info.entrypoint = "main";
fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
fragment_shader_info.num_samplers = 1;
fragment_shader_info.num_storage_buffers = 0;
fragment_shader_info.num_storage_textures = 0;
fragment_shader_info.num_uniform_buffers = 0;
if (strcmp(driver, "vulkan") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
vertex_shader_info.code = spirv_vertex;
vertex_shader_info.code_size = sizeof(spirv_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
fragment_shader_info.code = spirv_fragment;
fragment_shader_info.code_size = sizeof(spirv_fragment);
}
else if (strcmp(driver, "direct3d12") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
vertex_shader_info.code = dxbc_vertex;
vertex_shader_info.code_size = sizeof(dxbc_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
fragment_shader_info.code = dxbc_fragment;
fragment_shader_info.code_size = sizeof(dxbc_fragment);
}
#ifdef __APPLE__
else
{
vertex_shader_info.entrypoint = "main0";
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
vertex_shader_info.code = metallib_vertex;
vertex_shader_info.code_size = sizeof(metallib_vertex);
fragment_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
fragment_shader_info.code = metallib_fragment;
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
}
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
vertex_buffer_desc[0].slot = 0;
vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertex_buffer_desc[0].instance_step_rate = 0;
vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
SDL_GPUVertexAttribute vertex_attributes[3];
vertex_attributes[0].buffer_slot = 0;
vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[0].location = 0;
vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
vertex_attributes[1].buffer_slot = 0;
vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertex_attributes[1].location = 1;
vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
vertex_attributes[2].buffer_slot = 0;
vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
vertex_attributes[2].location = 2;
vertex_attributes[2].offset = offsetof(ImDrawVert, col);
SDL_GPUVertexInputState vertex_input_state = {};
vertex_input_state.num_vertex_attributes = 3;
vertex_input_state.vertex_attributes = vertex_attributes;
vertex_input_state.num_vertex_buffers = 1;
vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
SDL_GPURasterizerState rasterizer_state = {};
rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
rasterizer_state.enable_depth_bias = false;
rasterizer_state.enable_depth_clip = false;
SDL_GPUMultisampleState multisample_state = {};
multisample_state.sample_count = v->MSAASamples;
multisample_state.enable_mask = false;
SDL_GPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.enable_depth_test = false;
depth_stencil_state.enable_depth_write = false;
depth_stencil_state.enable_stencil_test = false;
SDL_GPUColorTargetBlendState blend_state = {};
blend_state.enable_blend = true;
blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
SDL_GPUColorTargetDescription color_target_desc[1];
color_target_desc[0].format = v->ColorTargetFormat;
color_target_desc[0].blend_state = blend_state;
SDL_GPUGraphicsPipelineTargetInfo target_info = {};
target_info.num_color_targets = 1;
target_info.color_target_descriptions = color_target_desc;
target_info.has_depth_stencil_target = false;
SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
pipeline_info.vertex_shader = bd->VertexShader;
pipeline_info.fragment_shader = bd->FragmentShader;
pipeline_info.vertex_input_state = vertex_input_state;
pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipeline_info.rasterizer_state = rasterizer_state;
pipeline_info.multisample_state = multisample_state;
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_info);
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
}
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
if (!bd->FontSampler)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
SDL_GPUSamplerCreateInfo sampler_info = {};
sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_info.mip_lod_bias = 0.0f;
sampler_info.min_lod = -1000.0f;
sampler_info.max_lod = 1000.0f;
sampler_info.enable_anisotropy = true;
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
bd->FontBinding.sampler = bd->FontSampler;
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
}
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
return true;
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
bd->MainWindowFrameData.VertexBuffer = nullptr;
bd->MainWindowFrameData.IndexBuffer = nullptr;
bd->MainWindowFrameData.VertexBufferSize = 0;
bd->MainWindowFrameData.IndexBufferSize = 0;
}
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
ImGui_ImplSDLGPU3_DestroyFontsTexture();
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
}
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
IM_ASSERT(info->GpuDevice != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->GPUInitInfo = *info;
ImGui_ImplSDLGPU3_CreateDeviceObjects();
return true;
}
void ImGui_ImplSDLGPU3_Shutdown()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplSDLGPU3_NewFrame()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLGPU3_CreateFontsTexture();
}
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for SDL_GPU
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <SDL3/SDL_gpu.h>
// Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
struct ImGui_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* GpuDevice = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
#endif // #ifndef IMGUI_DISABLE

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#pragma once
#ifndef IMGUI_DISABLE
#include <stdint.h>
// Data exported using
// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h
// With some manual pasting.
// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them
const uint8_t spirv_vertex[1732] = {
3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109,
97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,
95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,
0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114,
0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28,
0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108,
95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,
0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0,
0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0,
0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35,
0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,
0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0,
0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0,
4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25,
0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0,
59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4,
0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,
0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0,
0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0,
39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42,
0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0,
0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0,
13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t spirv_fragment[844] = {
3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97,
105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100,
105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5,
0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5,
0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0,
0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23,
0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,
14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0,
0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65,
0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0,
0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t dxbc_vertex[1064] = {
68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0,
0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0,
0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97,
108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114,
111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,
0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,
71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0,
0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,
0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2,
0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0,
26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t dxbc_fragment[744] = {
68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2,
0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115,
84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78,
68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0,
0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48,
0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0,
0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30,
16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#ifdef __APPLE__
#include <TargetConditionals.h>
#if TARGET_OS_MAC
const uint8_t metallib_vertex[3892] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100,
26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84,
69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,
11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,
6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,
32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32,
36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34,
8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,
192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,
202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,
208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,
160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,
7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,
246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,
6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,
32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17,
76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,
67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,
120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,
97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,
135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,
29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,
7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,
29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,
30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,
129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,
212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,
14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,
7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,
248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,
6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,
97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,
95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,
97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,
112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,
56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,
116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,
97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,
116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,
111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,
110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,
97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,
108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,
67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,
144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51,
12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160,
194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114,
176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129,
27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,
185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92,
216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206,
197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,
29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,
195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,
15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37,
64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,
0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,
110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228,
66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89,
48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,
240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,
52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,
};
const uint8_t metallib_fragment[3787] = {
77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,
224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191,
155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,
84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,
12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,
135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,
118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,
96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,
6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,
7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,
7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,
160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,
80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,
230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,
112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,
188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,
152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,
57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,
0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,
36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,
59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,
65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,
135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,
23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,
14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,
32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,
6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,
97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,
46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,
101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,
114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,
101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,
112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,
46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,
116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,
111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,
100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,
46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208,
20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164,
193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27,
64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3,
33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128,
130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15,
114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54,
184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,
88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,
80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,
28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,
67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,
97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,
45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88,
135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37,
0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,
0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3,
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_OS_IPHONE
const uint8_t metallib_vertex[3876] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111,
77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,
84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,
23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,
4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,
136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,
32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,
34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,
218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,
29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72,
7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,
113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,
96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,
7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,
121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,
80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,
224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9,
38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,
140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,
7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,
59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,
8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,
67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,
135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,
81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,
29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,
192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,
113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,
35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,
119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,
119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139,
210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,
101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,
97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,
116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,
65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,
108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,
95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101,
114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,
97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105,
111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,
80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97,
100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97,
105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116,
97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195,
160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40,
51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1,
27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176,
65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224,
6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148,
164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182,
48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177,
43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,
33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,
180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,
128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212,
115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110,
105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,
105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134,
192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194,
6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0,
0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,
0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,
108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0,
};
const uint8_t metallib_fragment[3771] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208,
13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159,
244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84,
69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,
0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,
56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,
118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,
122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,
128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,
160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,
7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128,
0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229,
83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,
128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,
135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,
240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,
238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,
56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,
144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,
7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,
57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,
225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,
96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,
29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,
14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114,
30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180,
40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,
97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,
104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,
105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,
51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,
95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,
97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121,
112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116,
117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40,
108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46,
115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101,
114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28,
35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112,
168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89,
23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165,
112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205,
165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202,
228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,
205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,
67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,
112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,
200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,
49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115,
45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99,
111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0,
96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0,
0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,
0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110,
48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115,
49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
#elif TARGET_IPHONE_SIMULATOR
#error "SDL_GPU does not support the iphone simulator"
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -9,7 +9,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and 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.
@ -20,6 +21,8 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
@ -47,9 +50,9 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data struct ImGui_ImplSDLRenderer2_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -63,6 +66,7 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -72,7 +76,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -91,35 +95,31 @@ void ImGui_ImplSDLRenderer2_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer2_SetupRenderState() static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr); SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); SDL_RenderSetClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer2_NewFrame()
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects(); ImGui_ImplSDLRenderer2_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_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.
float rsx = 1.0f; float rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -138,33 +138,41 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -179,7 +187,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r); SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -191,19 +199,20 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, 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),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset, draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
} }
} }
} }
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -219,7 +228,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

View File

@ -9,7 +9,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
@ -25,10 +26,11 @@
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();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
@ -36,4 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer2_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -1,6 +1,8 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+) // (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3. // Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI, // If your application will want to render any non trivial amount of graphics other than UI,
@ -9,7 +11,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and 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.
@ -20,6 +23,10 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version. // 2023-05-30: Initial version.
#include "imgui.h" #include "imgui.h"
@ -42,9 +49,11 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data struct ImGui_ImplSDLRenderer3_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -58,6 +67,7 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
@ -67,7 +77,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer3"; io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -86,35 +96,51 @@ void ImGui_ImplSDLRenderer3_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer3_SetupRenderState() static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr); SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr); SDL_SetRenderClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer3_NewFrame() void ImGui_ImplSDLRenderer3_NewFrame()
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects(); ImGui_ImplSDLRenderer3_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) // 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)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); const Uint8* color2 = (const Uint8*)color;
colors_out.resize(num_vertices);
SDL_FColor* color3 = colors_out.Data;
for (int i = 0; i < num_vertices; i++)
{
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color*)color2;
}
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// 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.
float rsx = 1.0f; float rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy); SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -129,37 +155,47 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
struct BackupSDLRendererState struct BackupSDLRendererState
{ {
SDL_Rect Viewport; SDL_Rect Viewport;
bool ViewportEnabled;
bool ClipEnabled; bool ClipEnabled;
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ViewportEnabled = SDL_RenderViewportSet(renderer);
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); old.ClipEnabled = SDL_RenderClipEnabled(renderer);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -174,31 +210,28 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(bd->SDLRenderer, &r); SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex, SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, 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),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset, draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
} }
} }
} }
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport); SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -214,7 +247,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

View File

@ -1,6 +1,8 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+) // (Requires: SDL 3.0.0+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3. // Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI, // If your application will want to render any non trivial amount of graphics other than UI,
@ -9,7 +11,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and 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.
@ -25,10 +28,11 @@
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();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
@ -36,4 +40,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer3_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -2,16 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// To build this on 32-bit systems and support texture changes:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@ -33,18 +26,30 @@
// 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)
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) // 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
// 2024-01-03: Vulkan: Stoped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. // 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) // 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. // 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend. // *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. // ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. // You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. // Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. // 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. // 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -91,25 +96,26 @@
#endif #endif
// Forward Declarations // Forward Declarations
struct ImGui_ImplVulkanH_FrameRenderBuffers; struct ImGui_ImplVulkan_FrameRenderBuffers;
struct ImGui_ImplVulkanH_WindowRenderBuffers; struct ImGui_ImplVulkan_WindowRenderBuffers;
bool ImGui_ImplVulkan_CreateDeviceObjects(); bool ImGui_ImplVulkan_CreateDeviceObjects();
void ImGui_ImplVulkan_DestroyDeviceObjects(); void ImGui_ImplVulkan_DestroyDeviceObjects();
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
// Vulkan prototypes for use with custom loaders // Vulkan prototypes for use with custom loaders
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
#ifdef VK_NO_PROTOTYPES #if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
#define IMGUI_IMPL_VULKAN_USE_LOADER
static bool g_FunctionsLoaded = false; static bool g_FunctionsLoaded = false;
#else #else
static bool g_FunctionsLoaded = true; static bool g_FunctionsLoaded = true;
#endif #endif
#ifdef VK_NO_PROTOTYPES #ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
@ -129,6 +135,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
@ -143,6 +150,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
@ -157,6 +165,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
@ -164,7 +173,9 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
@ -180,17 +191,16 @@ static bool g_FunctionsLoaded = true;
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
#undef IMGUI_VULKAN_FUNC_DEF #undef IMGUI_VULKAN_FUNC_DEF
#endif // VK_NO_PROTOTYPES #endif // IMGUI_IMPL_VULKAN_USE_LOADER
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
#endif #endif
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// [Please zero-clear before use!] // [Please zero-clear before use!]
struct ImGui_ImplVulkanH_FrameRenderBuffers struct ImGui_ImplVulkan_FrameRenderBuffers
{ {
VkDeviceMemory VertexBufferMemory; VkDeviceMemory VertexBufferMemory;
VkDeviceMemory IndexBufferMemory; VkDeviceMemory IndexBufferMemory;
@ -202,38 +212,44 @@ struct ImGui_ImplVulkanH_FrameRenderBuffers
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers // Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
// [Please zero-clear before use!] // [Please zero-clear before use!]
struct ImGui_ImplVulkanH_WindowRenderBuffers struct ImGui_ImplVulkan_WindowRenderBuffers
{ {
uint32_t Index; uint32_t Index;
uint32_t Count; uint32_t Count;
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
};
struct ImGui_ImplVulkan_Texture
{
VkDeviceMemory Memory;
VkImage Image;
VkImageView ImageView;
VkDescriptorSet DescriptorSet;
ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Vulkan data // Vulkan data
struct ImGui_ImplVulkan_Data struct ImGui_ImplVulkan_Data
{ {
ImGui_ImplVulkan_InitInfo VulkanInitInfo; ImGui_ImplVulkan_InitInfo VulkanInitInfo;
VkRenderPass RenderPass;
VkDeviceSize BufferMemoryAlignment; VkDeviceSize BufferMemoryAlignment;
VkPipelineCreateFlags PipelineCreateFlags; VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout; VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout; VkPipelineLayout PipelineLayout;
VkPipeline Pipeline; VkPipeline Pipeline;
uint32_t Subpass;
VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag; VkShaderModule ShaderModuleFrag;
VkDescriptorPool DescriptorPool;
// Font data // Texture management
VkSampler FontSampler; ImGui_ImplVulkan_Texture FontTexture;
VkDeviceMemory FontMemory; VkSampler TexSampler;
VkImage FontImage; VkCommandPool TexCommandPool;
VkImageView FontView; VkCommandBuffer TexCommandBuffer;
VkDescriptorSet FontDescriptorSet;
VkCommandPool FontCommandPool;
VkCommandBuffer FontCommandBuffer;
// Render buffers for main window // Render buffers for main window
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
ImGui_ImplVulkan_Data() ImGui_ImplVulkan_Data()
{ {
@ -385,7 +401,13 @@ static void check_vk_result(VkResult err)
v->CheckVkResultFn(err); v->CheckVkResultFn(err);
} }
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) // Same as IM_MEMALIGN(). 'alignment' must be a power of two.
static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment)
{
return (size + alignment - 1) & ~(alignment - 1);
}
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage)
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
@ -395,10 +417,10 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
if (buffer_memory != VK_NULL_HANDLE) if (buffer_memory != VK_NULL_HANDLE)
vkFreeMemory(v->Device, buffer_memory, v->Allocator); vkFreeMemory(v->Device, buffer_memory, v->Allocator);
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment);
VkBufferCreateInfo buffer_info = {}; VkBufferCreateInfo buffer_info = {};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = vertex_buffer_size_aligned; buffer_info.size = buffer_size_aligned;
buffer_info.usage = usage; buffer_info.usage = usage;
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
@ -407,20 +429,19 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
VkMemoryRequirements req; VkMemoryRequirements req;
vkGetBufferMemoryRequirements(v->Device, buffer, &req); vkGetBufferMemoryRequirements(v->Device, buffer, &req);
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
VkDeviceSize size = IM_MAX(v->MinAllocationSize, req.size);
VkMemoryAllocateInfo alloc_info = {}; VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = size; alloc_info.allocationSize = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
check_vk_result(err); check_vk_result(err);
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
check_vk_result(err); check_vk_result(err);
p_buffer_size = size; buffer_size = buffer_size_aligned;
} }
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height)
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
@ -479,23 +500,23 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
pipeline = bd->Pipeline; pipeline = bd->Pipeline;
// Allocate array to store enough vertex/index buffers // Allocate array to store enough vertex/index buffers
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
if (wrb->FrameRenderBuffers == nullptr) if (wrb->FrameRenderBuffers == nullptr)
{ {
wrb->Index = 0; wrb->Index = 0;
wrb->Count = v->ImageCount; wrb->Count = v->ImageCount;
wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); memset((void*)wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
} }
IM_ASSERT(wrb->Count == v->ImageCount); IM_ASSERT(wrb->Count == v->ImageCount);
wrb->Index = (wrb->Index + 1) % wrb->Count; wrb->Index = (wrb->Index + 1) % wrb->Count;
ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
if (draw_data->TotalVtxCount > 0) if (draw_data->TotalVtxCount > 0)
{ {
// Create or resize the vertex/index buffers // Create or resize the vertex/index buffers
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
@ -504,17 +525,17 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Upload vertex/index data into a single contiguous GPU buffer // Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = nullptr; ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr; ImDrawIdx* idx_dst = nullptr;
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)&vtx_dst); VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst);
check_vk_result(err); check_vk_result(err);
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)&idx_dst); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst);
check_vk_result(err); check_vk_result(err);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size;
} }
VkMappedMemoryRange range[2] = {}; VkMappedMemoryRange range[2] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
@ -532,6 +553,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Setup desired Vulkan state // Setup desired Vulkan state
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplVulkan_RenderState render_state;
render_state.CommandBuffer = command_buffer;
render_state.Pipeline = pipeline;
render_state.PipelineLayout = bd->PipelineLayout;
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
@ -542,10 +571,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
int global_idx_offset = 0; int global_idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -553,7 +582,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -578,22 +607,17 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdSetScissor(command_buffer, 0, 1, &scissor); vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Bind DescriptorSet with font or user texture // Bind DescriptorSet with font or user texture
VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
if (sizeof(ImTextureID) < sizeof(ImU64)) vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
{
// We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);
desc_set[0] = bd->FontDescriptorSet;
}
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
// Draw // Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr;
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF: // Our last values will leak into user/application rendering IF:
@ -614,39 +638,39 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
VkResult err; VkResult err;
// Destroy existing texture (if any) // Destroy existing texture (if any)
if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet) if (bd->FontTexture.DescriptorSet)
{ {
vkQueueWaitIdle(v->Queue); vkQueueWaitIdle(v->Queue);
ImGui_ImplVulkan_DestroyFontsTexture(); ImGui_ImplVulkan_DestroyFontsTexture();
} }
// Create command pool/buffer // Create command pool/buffer
if (bd->FontCommandPool == VK_NULL_HANDLE) if (bd->TexCommandPool == VK_NULL_HANDLE)
{ {
VkCommandPoolCreateInfo info = {}; VkCommandPoolCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
info.flags = 0; info.flags = 0;
info.queueFamilyIndex = v->QueueFamily; info.queueFamilyIndex = v->QueueFamily;
vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool); vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool);
} }
if (bd->FontCommandBuffer == VK_NULL_HANDLE) if (bd->TexCommandBuffer == VK_NULL_HANDLE)
{ {
VkCommandBufferAllocateInfo info = {}; VkCommandBufferAllocateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
info.commandPool = bd->FontCommandPool; info.commandPool = bd->TexCommandPool;
info.commandBufferCount = 1; info.commandBufferCount = 1;
err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer); err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer);
check_vk_result(err); check_vk_result(err);
} }
// Start command buffer // Start command buffer
{ {
err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0); err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0);
check_vk_result(err); check_vk_result(err);
VkCommandBufferBeginInfo begin_info = {}; VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info); err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info);
check_vk_result(err); check_vk_result(err);
} }
@ -656,6 +680,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
size_t upload_size = width * height * 4 * sizeof(char); size_t upload_size = width * height * 4 * sizeof(char);
// Create the Image: // Create the Image:
ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
{ {
VkImageCreateInfo info = {}; VkImageCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
@ -671,17 +696,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image);
check_vk_result(err); check_vk_result(err);
VkMemoryRequirements req; VkMemoryRequirements req;
vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req);
VkMemoryAllocateInfo alloc_info = {}; VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory);
check_vk_result(err); check_vk_result(err);
err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0);
check_vk_result(err); check_vk_result(err);
} }
@ -689,18 +714,18 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
{ {
VkImageViewCreateInfo info = {}; VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.image = bd->FontImage; info.image = backend_tex->Image;
info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = VK_FORMAT_R8G8B8A8_UNORM; info.format = VK_FORMAT_R8G8B8A8_UNORM;
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
info.subresourceRange.levelCount = 1; info.subresourceRange.levelCount = 1;
info.subresourceRange.layerCount = 1; info.subresourceRange.layerCount = 1;
err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView);
check_vk_result(err); check_vk_result(err);
} }
// Create the Descriptor Set: // Create the Descriptor Set:
bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Create the Upload Buffer: // Create the Upload Buffer:
VkDeviceMemory upload_buffer_memory; VkDeviceMemory upload_buffer_memory;
@ -750,11 +775,11 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].image = bd->FontImage; copy_barrier[0].image = backend_tex->Image;
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.levelCount = 1;
copy_barrier[0].subresourceRange.layerCount = 1; copy_barrier[0].subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
VkBufferImageCopy region = {}; VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
@ -762,7 +787,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
region.imageExtent.width = width; region.imageExtent.width = width;
region.imageExtent.height = height; region.imageExtent.height = height;
region.imageExtent.depth = 1; region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region); vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {}; VkImageMemoryBarrier use_barrier[1] = {};
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
@ -772,22 +797,22 @@ bool ImGui_ImplVulkan_CreateFontsTexture()
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].image = bd->FontImage; use_barrier[0].image = backend_tex->Image;
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.levelCount = 1;
use_barrier[0].subresourceRange.layerCount = 1; use_barrier[0].subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
} }
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet);
// End command buffer // End command buffer
VkSubmitInfo end_info = {}; VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
end_info.commandBufferCount = 1; end_info.commandBufferCount = 1;
end_info.pCommandBuffers = &bd->FontCommandBuffer; end_info.pCommandBuffers = &bd->TexCommandBuffer;
err = vkEndCommandBuffer(bd->FontCommandBuffer); err = vkEndCommandBuffer(bd->TexCommandBuffer);
check_vk_result(err); check_vk_result(err);
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
check_vk_result(err); check_vk_result(err);
@ -808,16 +833,17 @@ void ImGui_ImplVulkan_DestroyFontsTexture()
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (bd->FontDescriptorSet) ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture;
if (backend_tex->DescriptorSet)
{ {
ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet); ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
bd->FontDescriptorSet = VK_NULL_HANDLE; backend_tex->DescriptorSet = VK_NULL_HANDLE;
io.Fonts->SetTexID(0); io.Fonts->SetTexID(0);
} }
if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; }
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; }
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; }
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
} }
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
@ -946,13 +972,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
info.subpass = subpass; info.subpass = subpass;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};
pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
pipelineRenderingCreateInfo.colorAttachmentCount = 1;
pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;
if (bd->VulkanInitInfo.UseDynamicRendering) if (bd->VulkanInitInfo.UseDynamicRendering)
{ {
info.pNext = &pipelineRenderingCreateInfo; IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
} }
#endif #endif
@ -967,7 +991,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err; VkResult err;
if (!bd->FontSampler) if (!bd->TexSampler)
{ {
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
VkSamplerCreateInfo info = {}; VkSamplerCreateInfo info = {};
@ -975,13 +999,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.magFilter = VK_FILTER_LINEAR; info.magFilter = VK_FILTER_LINEAR;
info.minFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR;
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
info.minLod = -1000; info.minLod = -1000;
info.maxLod = 1000; info.maxLod = 1000;
info.maxAnisotropy = 1.0f; info.maxAnisotropy = 1.0f;
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler);
check_vk_result(err); check_vk_result(err);
} }
@ -999,6 +1023,21 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
check_vk_result(err); check_vk_result(err);
} }
if (v->DescriptorPoolSize != 0)
{
IM_ASSERT(v->DescriptorPoolSize > IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = v->DescriptorPoolSize;
pool_info.poolSizeCount = 1;
pool_info.pPoolSizes = &pool_size;
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
check_vk_result(err);
}
if (!bd->PipelineLayout) if (!bd->PipelineLayout)
{ {
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
@ -1017,7 +1056,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
check_vk_result(err); check_vk_result(err);
} }
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
return true; return true;
} }
@ -1026,17 +1065,18 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkan_DestroyFontsTexture(); ImGui_ImplVulkan_DestroyFontsTexture();
if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; } if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; } if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; }
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
} }
bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
@ -1044,8 +1084,8 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
// Load function pointers // Load function pointers
// You can use the default Vulkan loader using: // You can use the default Vulkan loader using:
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be equivalent to not setting VK_NO_PROTOTYPES. // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
#ifdef VK_NO_PROTOTYPES #ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_LOAD(func) \ #define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
if (func == nullptr) \ if (func == nullptr) \
@ -1067,14 +1107,14 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
return true; return true;
} }
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
{ {
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
if (info->UseDynamicRendering) if (info->UseDynamicRendering)
{ {
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef VK_NO_PROTOTYPES #ifndef IMGUI_IMPL_VULKAN_USE_LOADER
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
#endif #endif
@ -1086,6 +1126,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
} }
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
@ -1098,15 +1139,16 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE);
IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE);
IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both!
IM_ASSERT(info->DescriptorPoolSize == 0);
else
IM_ASSERT(info->DescriptorPoolSize > 0);
IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->MinImageCount >= 2);
IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(info->ImageCount >= info->MinImageCount);
if (info->UseDynamicRendering == false) if (info->UseDynamicRendering == false)
IM_ASSERT(render_pass != VK_NULL_HANDLE); IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
bd->VulkanInitInfo = *info; bd->VulkanInitInfo = *info;
bd->RenderPass = render_pass;
bd->Subpass = info->Subpass;
ImGui_ImplVulkan_CreateDeviceObjects(); ImGui_ImplVulkan_CreateDeviceObjects();
@ -1129,9 +1171,9 @@ void ImGui_ImplVulkan_Shutdown()
void ImGui_ImplVulkan_NewFrame() void ImGui_ImplVulkan_NewFrame()
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
if (!bd->FontDescriptorSet) if (!bd->FontTexture.DescriptorSet)
ImGui_ImplVulkan_CreateFontsTexture(); ImGui_ImplVulkan_CreateFontsTexture();
} }
@ -1145,23 +1187,24 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device); VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err); check_vk_result(err);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
bd->VulkanInitInfo.MinImageCount = min_image_count; bd->VulkanInitInfo.MinImageCount = min_image_count;
} }
// Register a texture // Register a texture by creating a descriptor
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
// Create Descriptor Set: // Create Descriptor Set:
VkDescriptorSet descriptor_set; VkDescriptorSet descriptor_set;
{ {
VkDescriptorSetAllocateInfo alloc_info = {}; VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorPool = pool;
alloc_info.descriptorSetCount = 1; alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayout; alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
@ -1189,7 +1232,28 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
{ {
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set);
}
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
{
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
buffers->VertexBufferSize = 0;
buffers->IndexBufferSize = 0;
}
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
{
for (uint32_t n = 0; n < buffers->Count; n++)
ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
IM_FREE(buffers->FrameRenderBuffers);
buffers->FrameRenderBuffers = nullptr;
buffers->Index = 0;
buffers->Count = 0;
} }
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@ -1276,18 +1340,59 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
return VK_PRESENT_MODE_FIFO_KHR; // Always available return VK_PRESENT_MODE_FIFO_KHR; // Always available
} }
VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr);
ImVector<VkQueueFamilyProperties> queues_properties;
queues_properties.resize((int)count);
vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data);
for (uint32_t i = 0; i < count; i++)
if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
return i;
return (uint32_t)-1;
}
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
{ {
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
(void)physical_device; IM_UNUSED(physical_device);
(void)allocator;
// Create Command Buffers // Create Command Buffers
VkResult err; VkResult err;
for (uint32_t i = 0; i < wd->ImageCount; i++) for (uint32_t i = 0; i < wd->ImageCount; i++)
{ {
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
{ {
VkCommandPoolCreateInfo info = {}; VkCommandPoolCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
@ -1312,6 +1417,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
err = vkCreateFence(device, &info, allocator, &fd->Fence); err = vkCreateFence(device, &info, allocator, &fd->Fence);
check_vk_result(err); check_vk_result(err);
} }
}
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
{
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
{ {
VkSemaphoreCreateInfo info = {}; VkSemaphoreCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
@ -1347,10 +1457,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
// Destroy old Framebuffer // Destroy old Framebuffer
for (uint32_t i = 0; i < wd->ImageCount; i++) for (uint32_t i = 0; i < wd->ImageCount; i++)
{
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
}
IM_FREE(wd->Frames); IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores); IM_FREE(wd->FrameSemaphores);
wd->Frames = nullptr; wd->Frames = nullptr;
@ -1367,6 +1476,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// Create Swapchain // Create Swapchain
{ {
VkSurfaceCapabilitiesKHR cap;
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
check_vk_result(err);
VkSwapchainCreateInfoKHR info = {}; VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = wd->Surface; info.surface = wd->Surface;
@ -1376,19 +1489,15 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
info.imageArrayLayers = 1; info.imageArrayLayers = 1;
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = wd->PresentMode; info.presentMode = wd->PresentMode;
info.clipped = VK_TRUE; info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain; info.oldSwapchain = old_swapchain;
VkSurfaceCapabilitiesKHR cap;
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
check_vk_result(err);
if (info.minImageCount < cap.minImageCount) if (info.minImageCount < cap.minImageCount)
info.minImageCount = cap.minImageCount; info.minImageCount = cap.minImageCount;
else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
info.minImageCount = cap.maxImageCount; info.minImageCount = cap.maxImageCount;
if (cap.currentExtent.width == 0xffffffff) if (cap.currentExtent.width == 0xffffffff)
{ {
info.imageExtent.width = wd->Width = w; info.imageExtent.width = wd->Width = w;
@ -1409,11 +1518,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
check_vk_result(err); check_vk_result(err);
IM_ASSERT(wd->Frames == nullptr); IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
wd->SemaphoreCount = wd->ImageCount + 1;
wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); memset((void*)wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); memset((void*)wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
for (uint32_t i = 0; i < wd->ImageCount; i++) for (uint32_t i = 0; i < wd->ImageCount; i++)
wd->Frames[i].Backbuffer = backbuffers[i]; wd->Frames[i].Backbuffer = backbuffers[i];
} }
@ -1459,7 +1569,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// We do not create a pipeline by default as this is also used by examples' main.cpp, // We do not create a pipeline by default as this is also used by examples' main.cpp,
// but secondary viewport in multi-viewport mode may want to create one with: // but secondary viewport in multi-viewport mode may want to create one with:
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass);
} }
// Create The Image Views // Create The Image Views
@ -1520,10 +1630,9 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
//vkQueueWaitIdle(bd->Queue); //vkQueueWaitIdle(bd->Queue);
for (uint32_t i = 0; i < wd->ImageCount; i++) for (uint32_t i = 0; i < wd->ImageCount; i++)
{
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
}
IM_FREE(wd->Frames); IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores); IM_FREE(wd->FrameSemaphores);
wd->Frames = nullptr; wd->Frames = nullptr;
@ -1556,26 +1665,6 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
} }
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
{
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
buffers->VertexBufferSize = 0;
buffers->IndexBufferSize = 0;
}
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
{
for (uint32_t n = 0; n < buffers->Count; n++)
ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
IM_FREE(buffers->FrameRenderBuffers);
buffers->FrameRenderBuffers = nullptr;
buffers->Index = 0;
buffers->Count = 0;
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -2,11 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@ -42,14 +40,39 @@
// If you have no idea what this is, leave it alone! // If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Vulkan includes // Convenience support for Volk
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
//#define IMGUI_IMPL_VULKAN_USE_VOLK
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES #define VK_NO_PROTOTYPES
#endif #endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX
#endif
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#endif
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif
// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas
// Initialization data, for ImGui_ImplVulkan_Init() // Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!] // [Please zero-clear before use!]
// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo struct ImGui_ImplVulkan_InitInfo
{ {
VkInstance Instance; VkInstance Instance;
@ -57,56 +80,81 @@ struct ImGui_ImplVulkan_InitInfo
VkDevice Device; VkDevice Device;
uint32_t QueueFamily; uint32_t QueueFamily;
VkQueue Queue; VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional)
VkPipelineCache PipelineCache; VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t Subpass; uint32_t Subpass;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
// Dynamic Rendering (Optional) // (Optional) Set to create internal descriptor pool instead of using DescriptorPool
bool UseDynamicRendering; // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. uint32_t DescriptorPoolSize;
VkFormat ColorAttachmentFormat; // Required for dynamic rendering
// Allocation, Debugging // (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
#endif
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator; const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err); void (*CheckVkResultFn)(VkResult err);
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.
}; };
// Called by user code // Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); 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();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID) // Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
// Optional: load Vulkan functions with a custom function loader // Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer;
VkPipeline Pipeline;
VkPipelineLayout PipelineLayout;
};
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers // Internal / Miscellaneous Vulkan Helpers
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
//
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally. // 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them. // but it is too much code to duplicate everywhere so we exceptionally expose them.
// //
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // render pass, frame buffers, etc.). You may read this code if you are curious, but
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) // it is recommended you use you own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
// by the regular ImGui_ImplVulkan_XXX functions).
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Frame;
@ -117,6 +165,8 @@ IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkIns
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
// Helper structure to hold the data needed by one rendering frame // Helper structure to hold the data needed by one rendering frame
@ -155,6 +205,7 @@ struct ImGui_ImplVulkanH_Window
VkClearValue ClearValue; VkClearValue ClearValue;
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;

View File

@ -4,7 +4,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
@ -16,6 +17,14 @@
// 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)
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -31,6 +40,18 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version. // 2021-01-28: Initial version.
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
@ -72,16 +93,17 @@ struct Uniforms
struct ImGui_ImplWGPU_Data struct ImGui_ImplWGPU_Data
{ {
WGPUDevice wgpuDevice = nullptr; ImGui_ImplWGPU_InitInfo initInfo;
WGPUQueue defaultQueue = nullptr; WGPUDevice wgpuDevice = nullptr;
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; WGPUQueue defaultQueue = nullptr;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr; WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
RenderResources renderResources; RenderResources renderResources;
FrameResources* pFrameResources = nullptr; FrameResources* pFrameResources = nullptr;
unsigned int numFramesInFlight = 0; unsigned int numFramesInFlight = 0;
unsigned int frameIndex = UINT_MAX; unsigned int frameIndex = UINT_MAX;
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -179,6 +201,12 @@ static void SafeRelease(WGPUBuffer& res)
wgpuBufferRelease(res); wgpuBufferRelease(res);
res = nullptr; res = nullptr;
} }
static void SafeRelease(WGPUPipelineLayout& res)
{
if (res)
wgpuPipelineLayoutRelease(res);
res = nullptr;
}
static void SafeRelease(WGPURenderPipeline& res) static void SafeRelease(WGPURenderPipeline& res)
{ {
if (res) if (res)
@ -233,16 +261,26 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; #ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source; wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {}; WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
WGPUProgrammableStageDescriptor stage_desc = {}; WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main"; stage_desc.entryPoint = "main";
#endif
return stage_desc; return stage_desc;
} }
@ -355,6 +393,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{ {
nullptr, nullptr,
"Dear ImGui Vertex buffer", "Dear ImGui Vertex buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false false
@ -379,6 +420,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{ {
nullptr, nullptr,
"Dear ImGui Index buffer", "Dear ImGui Index buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false false
@ -395,11 +439,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size;
} }
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
@ -409,6 +453,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Setup desired render state // Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0; int global_vtx_offset = 0;
@ -417,10 +468,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
@ -428,7 +479,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
else else
{ {
@ -464,9 +515,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr;
} }
static void ImGui_ImplWGPU_CreateFontsTexture() static void ImGui_ImplWGPU_CreateFontsTexture()
@ -481,7 +533,11 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
{ {
WGPUTextureDescriptor tex_desc = {}; WGPUTextureDescriptor tex_desc = {};
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Font Texture"; tex_desc.label = "Dear ImGui Font Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = width; tex_desc.size.width = width;
tex_desc.size.height = height; tex_desc.size.height = height;
@ -525,9 +581,9 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1; sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
} }
@ -544,6 +600,9 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
{ {
nullptr, nullptr,
"Dear ImGui Uniform buffer", "Dear ImGui Uniform buffer",
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16), MEMALIGN(sizeof(Uniforms), 16),
false false
@ -565,9 +624,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample.count = 1; graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
graphics_pipeline_desc.multisample.mask = UINT_MAX;
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
// Bind group layouts // Bind group layouts
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
@ -651,10 +708,20 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat; depth_stencil_state.format = bd->depthStencilFormat;
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state // Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
@ -684,6 +751,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module); SafeRelease(pixel_shader_desc.module);
SafeRelease(graphics_pipeline_desc.layout);
SafeRelease(bg_layouts[0]); SafeRelease(bg_layouts[0]);
return true; return true;
@ -705,22 +773,32 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
SafeRelease(bd->pFrameResources[i]); SafeRelease(bd->pFrameResources[i]);
} }
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else
io.BackendRendererName = "imgui_impl_webgpu"; io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->wgpuDevice = device; bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
bd->renderTargetFormat = rt_format; bd->renderTargetFormat = init_info->RenderTargetFormat;
bd->depthStencilFormat = depth_format; bd->depthStencilFormat = init_info->DepthStencilFormat;
bd->numFramesInFlight = num_frames_in_flight; bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
bd->renderResources.FontTexture = nullptr; bd->renderResources.FontTexture = nullptr;
@ -733,8 +811,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
bd->renderResources.ImageBindGroupLayout = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[num_frames_in_flight]; bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
for (int i = 0; i < num_frames_in_flight; i++) for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
{ {
FrameResources* fr = &bd->pFrameResources[i]; FrameResources* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = nullptr;

View File

@ -2,9 +2,17 @@
// This needs to be used along with a Platform Binding (e.g. GLFW) // This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten),
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
// Add #define to your imconfig.h file, or as a compilation flag in your build system.
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
@ -20,13 +28,40 @@
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); // Initialization data, for ImGui_ImplWGPU_Init()
struct ImGui_ImplWGPU_InitInfo
{
WGPUDevice Device;
int NumFramesInFlight = 3;
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
WGPUMultisampleState PipelineMultisampleState = {};
ImGui_ImplWGPU_InitInfo()
{
PipelineMultisampleState.count = 1;
PipelineMultisampleState.mask = UINT32_MAX;
PipelineMultisampleState.alphaToCoverageEnabled = false;
}
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplWGPU_RenderState
{
WGPUDevice Device;
WGPURenderPassEncoder RenderPassEncoder;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@ -4,9 +4,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// 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.
@ -16,29 +16,12 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" // Configuration flags to add in your imconfig file:
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// Configuration flags to add in your imconfig.h file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 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.
@ -91,11 +74,40 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
struct ImGui_ImplWin32_Data struct ImGui_ImplWin32_Data
{ {
HWND hWnd; HWND hWnd;
HWND MouseHwnd; HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
int MouseButtonsDown; int MouseButtonsDown;
INT64 Time; INT64 Time;
INT64 TicksPerSecond; INT64 TicksPerSecond;
@ -121,12 +133,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
} }
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
{
return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
}
// Functions // Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage() static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
{ {
// Retrieve keyboard code page, required for handling of non-Unicode Windows. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
HKL keyboard_layout = ::GetKeyboardLayout(0); HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
@ -136,6 +152,7 @@ static void ImGui_ImplWin32_UpdateKeyboardCodePage()
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter; INT64 perf_frequency, perf_counter;
@ -155,10 +172,11 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->TicksPerSecond = perf_frequency; bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter; bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT; bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage(); ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Set platform dependent data in viewport // Set platform dependent data in viewport
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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
@ -214,13 +232,11 @@ void ImGui_ImplWin32_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static bool ImGui_ImplWin32_UpdateMouseCursor() static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
{ {
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false; return false;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@ -252,49 +268,46 @@ static bool IsVkDown(int vk)
return (::GetKeyState(vk) & 0x8000) != 0; return (::GetKeyState(vk) & 0x8000) != 0;
} }
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{ {
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down); io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
IM_UNUSED(native_scancode); IM_UNUSED(native_scancode);
} }
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
{ {
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
} }
static void ImGui_ImplWin32_UpdateKeyModifiers() static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
{ {
ImGuiIO& io = ImGui::GetIO();
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_APPS)); io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
} }
static void ImGui_ImplWin32_UpdateMouseData() static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
{ {
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0); IM_ASSERT(bd->hWnd != 0);
HWND focused_window = ::GetForegroundWindow(); HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window == bd->hWnd); const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) if (io.WantSetMousePos)
{ {
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
@ -314,11 +327,10 @@ static void ImGui_ImplWin32_UpdateMouseData()
} }
// Gamepad navigation mapping // Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads() static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
{ {
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// return; // return;
@ -367,14 +379,16 @@ static void ImGui_ImplWin32_UpdateGamepads()
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
#undef MAP_BUTTON #undef MAP_BUTTON
#undef MAP_ANALOG #undef MAP_ANALOG
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
IM_UNUSED(io);
#endif
} }
void ImGui_ImplWin32_NewFrame() void ImGui_ImplWin32_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 }; RECT rect = { 0, 0, 0, 0 };
@ -388,29 +402,32 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time; bd->Time = current_time;
// Update OS mouse position // Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(); ImGui_ImplWin32_UpdateMouseData(io);
// Process workarounds for known Windows key handling issues // Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
// Update OS mouse cursor with the cursor requested by imgui // Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor) if (bd->LastMouseCursor != mouse_cursor)
{ {
bd->LastMouseCursor = mouse_cursor; bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor(); ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
} }
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads(); ImGui_ImplWin32_UpdateGamepads(io);
} }
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
// Map VK_xxx to ImGuiKey_xxx. // Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) // Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
{ {
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
return ImGuiKey_KeypadEnter;
switch (wParam) switch (wParam)
{ {
case VK_TAB: return ImGuiKey_Tab; case VK_TAB: return ImGuiKey_Tab;
@ -459,7 +476,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd; case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift; case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl; case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt; case VK_LMENU: return ImGuiKey_LeftAlt;
@ -543,22 +559,10 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
#define DBT_DEVNODES_CHANGED 0x0007 #define DBT_DEVNODES_CHANGED 0x0007
#endif #endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Helper to obtain the source of mouse messages.
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
{ {
LPARAM extra_info = ::GetMessageExtraInfo(); LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700) if ((extra_info & 0xFFFFFF80) == 0xFF515700)
@ -568,21 +572,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
return ImGuiMouseSource_Mouse; return ImGuiMouseSource_Mouse;
} }
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
// Copy either line into your .cpp file to forward declare the function:
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
if (ImGui::GetCurrentContext() == nullptr) if (ImGui::GetCurrentContext() == nullptr)
return 0; return 0;
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
}
ImGuiIO& io = ImGui::GetIO(); // This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
if (bd == nullptr)
return 0;
switch (msg) switch (msg)
{ {
case WM_MOUSEMOVE: case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE: case WM_NCMOUSEMOVE:
{ {
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd; bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area) if (bd->MouseTrackedArea != area)
@ -596,10 +619,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
} }
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
break; return 0;
io.AddMouseSourceEvent(mouse_source); io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
break; return 0;
} }
case WM_MOUSELEAVE: case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE: case WM_NCMOUSELEAVE:
@ -612,21 +635,31 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->MouseTrackedArea = 0; bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
} }
break; return 0;
} }
case WM_DESTROY:
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
::TrackMouseEvent(&tme_cancel);
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{ {
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0; int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd); ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
bd->MouseButtonsDown |= 1 << button; bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source); io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true); io.AddMouseButtonEvent(button, true);
@ -637,7 +670,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONUP: case WM_MBUTTONUP:
case WM_XBUTTONUP: case WM_XBUTTONUP:
{ {
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0; int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; } if (msg == WM_RBUTTONUP) { button = 1; }
@ -665,40 +698,37 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (wParam < 256) if (wParam < 256)
{ {
// Submit modifiers // Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers(); ImGui_ImplWin32_UpdateKeyModifiers(io);
// Obtain virtual key code // Obtain virtual key code and convert to ImGuiKey
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
int vk = (int)wParam; const int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam)); const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
if (key == ImGuiKey_PrintScreen && !is_key_down) if (key == ImGuiKey_PrintScreen && !is_key_down)
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
// Submit key event // Submit key event
if (key != ImGuiKey_None) if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
// Submit individual left/right modifier events // Submit individual left/right modifier events
if (vk == VK_SHIFT) if (vk == VK_SHIFT)
{ {
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
} }
else if (vk == VK_CONTROL) else if (vk == VK_CONTROL)
{ {
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
} }
else if (vk == VK_MENU) else if (vk == VK_MENU)
{ {
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
} }
} }
return 0; return 0;
@ -708,7 +738,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.AddFocusEvent(msg == WM_SETFOCUS); io.AddFocusEvent(msg == WM_SETFOCUS);
return 0; return 0;
case WM_INPUTLANGCHANGE: case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage(); ImGui_ImplWin32_UpdateKeyboardCodePage(io);
return 0; return 0;
case WM_CHAR: case WM_CHAR:
if (::IsWindowUnicode(hwnd)) if (::IsWindowUnicode(hwnd))
@ -726,7 +756,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0; return 0;
case WM_SETCURSOR: case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area. // This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
return 1; return 1;
return 0; return 0;
case WM_DEVICECHANGE: case WM_DEVICECHANGE:
@ -900,4 +930,11 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
//--------------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@ -4,9 +4,9 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [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 (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// 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.
@ -20,6 +20,7 @@
#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!
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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@ -0,0 +1,40 @@
Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
(You don't need to copy this folder if you are using the backend as-is)
1) Compile the raw shader files to SPIRV:
glslc -o vertex.spv -c shader.vert
glslc -o fragment.spv -c shader.frag
2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
3-A) Compiling for the Vulkan Driver:
Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
3-B) Compiling for the DirectX 12 Driver:
./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
Proceed to step 4
3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it):
./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
Proceed to step 4
4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.

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@ -0,0 +1,15 @@
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=2, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct
{
vec4 Color;
vec2 UV;
} In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}

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@ -0,0 +1,24 @@
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=1,binding=0) uniform UBO
{
vec2 uScale;
vec2 uTranslate;
} ubo;
layout(location = 0) out struct
{
vec4 Color;
vec2 UV;
} Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
gl_Position.y *= -1.0f;
}

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@ -0,0 +1,4 @@
Script to rebuild shaders stored inside imgui_impl_vulkan.h
(You don't need to copy this folder if you are using the backend as-is)

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@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
## Dear ImGui: Backends ## Dear ImGui: Backends
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in ### Integrating backends
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?
@ -38,7 +25,7 @@ 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 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). 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).
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).
@ -47,11 +34,24 @@ 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
### Integrating a backend **The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. - 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.**
### List of backends ### List of backends
@ -79,14 +79,14 @@ List of Renderer Backends:
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+) imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
List of high-level Frameworks Backends (combining Platform + Renderer): List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp imgui_impl_allegro5.cpp
Emscripten is also supported! Emscripten is also supported!
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten. The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Backends for third-party frameworks, graphics API or other languages ### Backends for third-party frameworks, graphics API or other languages
@ -135,7 +135,7 @@ Generally:
It is unlikely you will add value to your project by creating your own backend. It is unlikely you will add value to your project by creating your own backend.
Also: Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this requests such as: "create an additional OS window", "create a render context", "get the OS position of this

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@ -58,7 +58,7 @@ Steps:
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. - Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
**Some unfortunate words of warning** **Some unfortunate words of warning**
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity. - If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed. - Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context. If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.

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@ -35,46 +35,13 @@ At shutdown:
call ImGui::DestroyContext() call ImGui::DestroyContext()
``` ```
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)): Main resource:
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
```cpp Additional resources:
// Create a Dear ImGui context, setup some options - Read FAQ at https://www.dearimgui.com/faq
ImGui::CreateContext(); - Read 'PROGRAMMER GUIDE' section in imgui.cpp.
ImGuiIO& io = ImGui::GetIO(); - Read the comments and instruction at the top of each file.
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
@ -104,8 +71,8 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR> [example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR> GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
@ -126,7 +93,7 @@ state, and might confuse your GPU driver. One star, not recommended.
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR> GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR> This uses more modern GL calls and custom shaders.<BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR> [example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
@ -168,12 +135,12 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR> This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR> [example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR> SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR> This requires SDL 2.0.18+ (released November 2021) <BR>
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR> [example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
@ -182,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
This is quite long and tedious, because: Vulkan. <BR> This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targeting WebGL.<BR>
[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR> [example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR> DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
@ -200,15 +187,19 @@ DirectX12 example, Windows only. <BR>
This is quite long and tedious, because: DirectX12. This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR> [example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR> Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR>
Raw Windows + Vulkan example <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR>
### Miscellaneous ### Miscellaneous
**Building** **Building**
Unfortunately nowadays it is still tedious to create and maintain portable build files using external Unfortunately, nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide: third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX - Makefiles for Linux/OSX
@ -224,22 +215,22 @@ If you are interested in using Cmake to build and links examples, see:
**About mouse cursor latency** **About mouse cursor latency**
Dear ImGui has no particular extra lag for most behaviors, Dear ImGui does not introduce significant extra lag for most behaviors,
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
path and will feel smoother than the majority of contents rendered via regular graphics API (including, path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users. as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor. regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_ all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress. when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings. Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
drawing a flat 2D shape directly under the mouse cursor! 2D shape directly under the mouse cursor to help identify the issue!

View File

@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** | | **Q&A: Usage** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | | **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| | [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | | [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) | | [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
@ -77,9 +77,9 @@ or view this file with any Markdown viewer.
### Q: Which version should I get? ### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109) - [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) - [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
Many projects are using this branch and it is kept in sync with master regularly. Many projects are using this branch and it is kept in sync with master regularly.
@ -199,10 +199,43 @@ ctx->RSSetScissorRects(1, &r);
### Q: About the ID Stack system... ### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it? ### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### Q: How can I have widgets with an empty label? ### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label? ### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label? ### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
<td>
<pre lang="cpp">
ImGui::Begin("Incorrect!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value", &objects[1]->pos.x);
ImGui::DragFloat2("My value", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Correct!");
ImGui::DragFloat2("My value", &objects[0]->pos.x);
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
ImGui::End();
&nbsp;
ImGui::Begin("Also Correct!");
for (int n = 0; n < 3; n++)
{
ImGui::PushID(n);
ImGui::DragFloat2("My value", &objects[n]->pos.x);
ImGui::PopID();
}
ImGui::End();
</pre>
</td>
</tr>
</table>
A primer on labels and the ID Stack... A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements. Dear ImGui internally needs to uniquely identify UI elements.
@ -347,8 +380,9 @@ node open/closed state differently. See what makes more sense in your situation!
Short explanation: Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). - Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** **Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
@ -356,27 +390,27 @@ Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type. We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice. ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp ```cpp
OpenGL: OpenGL:
- ImTextureID = GLuint - ImTextureID should contains 'GLuint' (GL texture identifier).
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp - See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
``` ```
```cpp ```cpp
DirectX9: DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9 - ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer).
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp - See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
``` ```
```cpp ```cpp
DirectX11: DirectX11:
- ImTextureID = ID3D11ShaderResourceView* - ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp - See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
``` ```
```cpp ```cpp
DirectX12: DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE - ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits)
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp - See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
``` ```
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID. For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
@ -388,14 +422,14 @@ If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a
User code may do: User code may do:
```cpp ```cpp
// Cast our texture type to ImTextureID / void* // Cast our texture type to ImTextureID
MyTexture* texture = g_CoffeeTableTexture; MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));
``` ```
The renderer function called after ImGui::Render() will receive that same value that the user code passed: The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp ```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type // Cast ImTextureID stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->GetTexID(); MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID();
MyEngineBindTexture2D(texture); MyEngineBindTexture2D(texture);
``` ```
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
@ -404,19 +438,19 @@ If you want to display an image file (e.g. PNG file) on the screen, please refer
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID.
Here are some examples: Here are some examples:
```cpp ```cpp
GLuint my_tex = XXX; GLuint my_tex = XXX;
void* my_void_ptr; ImTextureID my_imtexid;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX; ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr; ImTextureID my_imtexid;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView*
``` ```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
@ -607,7 +641,7 @@ 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.SetPlatformImeDataFn() to set your Microsoft IME position correctly. for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -621,8 +655,8 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
- [Gallery](https://github.com/ocornut/imgui/issues/6897) - [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -664,11 +698,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community # Q&A: Community
### Q: How can I help? ### Q: How can I help?
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. - Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index) ##### [Return to Index](#index)

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@ -50,16 +50,20 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
### (4) Font atlas texture fails to upload to GPU. ### (4) Font atlas texture fails to upload to GPU.
This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
Some solutions: Some solutions:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss. - You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
- Reduce glyphs ranges by calculating them from source localization data. - Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. - Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function). - Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
Future versions of Dear ImGui should solve this problem.
##### [Return to Index](#index) ##### [Return to Index](#index)
--------------------------------------- ---------------------------------------

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@ -11,18 +11,18 @@ Dear ImGui
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts: Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
<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 [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) 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) - [Integration](#integration) | | [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
:----------------------------------------------------------: | :----------------------------------------------------------: |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) | | [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) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | | [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### The Pitch ### The Pitch
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. **Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details. See the [Getting Started & Integration](#getting-started--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
@ -110,11 +110,11 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries). - [imgui-demo-binaries-20241211.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20241211.zip) (Windows, 1.91.6, built 2024/11/11, master) or [older binaries](https://www.dearimgui.com/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
### Integration ### Getting Started & 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.
@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository): Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android. - Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten. - Frameworks: Allegro5, Emscripten.
@ -139,7 +139,9 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Gallery ### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
@ -160,17 +162,19 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing. See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully. Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?** **Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?** **Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
How to help How to help
----------- -----------
@ -180,19 +184,19 @@ How to help
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues). - See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). - Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
Sponsors Sponsors
-------- --------
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details. <BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. <BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
Dear ImGui is using software and services provided free of charge for open source projects: Dear ImGui is using software and services provided free of charge for open source projects:
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. - [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
- [GitHub actions](https://github.com/features/actions) for continuous integration systems. - [GitHub actions](https://github.com/features/actions) for continuous integration systems.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. - [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
@ -203,7 +207,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com). Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."

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@ -9,7 +9,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc: add a proper documentation system (maybe relying on automation? #435) - doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). - doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club? - doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
@ -39,12 +38,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441) - drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
@ -65,7 +64,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch)
- input text: preserve scrolling when unfocused? - input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816) - input text: expose CursorPos in char filter event (#816)
@ -117,7 +115,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- color: the color conversion helpers/types are a mess and needs sorting out. !- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot - plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
- (plot: deleted all other todo lines on 2023-06-28) - (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to disable the clipping through a simple flag/bool.
@ -150,7 +148,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper.
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch) - listbox: multiple selection (WIP range-select branch)
@ -173,13 +170,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save" - shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save")) - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
@ -190,11 +188,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707) - style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.) - style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447) - style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
@ -275,16 +273,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: visual feedback on button press.
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: holding space to repeat a button doesn't show button activated during hold.
- nav: NavFlattened: init requests don't work properly on flattened siblings. - nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings. - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: ESC on a flattened child should select something.
@ -315,8 +311,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api? - misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- misc: possible compile-time support for wchar_t instead of char*?
- demo: demonstrate using PushStyleVar() in more details. - demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo - demo: add vertical separator demo
@ -336,7 +331,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private) - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.

View File

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

View File

@ -68,7 +68,7 @@ void android_main(struct android_app* app)
struct android_poll_source* out_data; struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0) while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
{ {
// Process one event // Process one event
if (out_data != nullptr) if (out_data != nullptr)
@ -161,7 +161,7 @@ void Init(struct android_app* app)
// We load the default font with increased size to improve readability on many devices with "high" DPI. // We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness. // FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg; ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f; font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg); io.Fonts->AddFontDefault(&font_cfg);

View File

@ -1,254 +0,0 @@
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h"
#include <stdio.h>
#include <emscripten.h>
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#include <GLFW/glfw3.h>
#include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h>
// Global WebGPU required states
static WGPUDevice wgpu_device = nullptr;
static WGPUSurface wgpu_surface = nullptr;
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
static WGPUSwapChain wgpu_swap_chain = nullptr;
static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 0;
// Forward declarations
static void MainLoopStep(void* window);
static bool InitWGPU();
static void print_glfw_error(int error, const char* description);
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
// Main code
int main(int, char**)
{
glfwSetErrorCallback(print_glfw_error);
if (!glfwInit())
return 1;
// Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (!window)
{
glfwTerminate();
return 1;
}
// Initialize the WebGPU environment
if (!InitWGPU())
{
if (window)
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
glfwShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
#endif
// This function will directly return and exit the main function.
// Make sure that no required objects get cleaned up.
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
return 0;
}
static bool InitWGPU()
{
wgpu_device = emscripten_webgpu_get_device();
if (!wgpu_device)
return false;
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
// Use C++ wrapper due to misbehavior in Emscripten.
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
// seem to be inline with struct alignments in the C++ structure
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc;
wgpu::Instance instance = wgpuCreateInstance(nullptr);
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
wgpu_surface = surface.Release();
return true;
}
static void MainLoopStep(void* window)
{
ImGuiIO& io = ImGui::GetIO();
glfwPollEvents();
int width, height;
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
// React to changes in screen size
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
if (wgpu_swap_chain)
wgpuSwapChainRelease(wgpu_swap_chain);
wgpu_swap_chain_width = width;
wgpu_swap_chain_height = height;
WGPUSwapChainDescriptor swap_chain_desc = {};
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
swap_chain_desc.format = wgpu_preferred_fmt;
swap_chain_desc.width = width;
swap_chain_desc.height = height;
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
ImGui_ImplWGPU_CreateDeviceObjects();
}
// Start the Dear ImGui frame
ImGui_ImplWGPU_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Our state
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
WGPURenderPassColorAttachment color_attachments = {};
color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1;
render_pass_desc.colorAttachments = &color_attachments;
render_pass_desc.depthStencilAttachment = nullptr;
WGPUCommandEncoderDescriptor enc_desc = {};
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
wgpuRenderPassEncoderEnd(pass);
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
wgpuQueueSubmit(queue, 1, &cmd_buffer);
}
static void print_glfw_error(int error, const char* description)
{
printf("GLFW Error %d: %s\n", error, description);
}
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
{
const char* error_type_lbl = "";
switch (error_type)
{
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
default: error_type_lbl = "Unknown";
}
printf("%s error: %s\n", error_type_lbl, message);
}

View File

@ -14,10 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -L/opt/homebrew/lib LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
LIBS += -lglfw LIBS += -lglfw
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)

View File

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

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