diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c9431c58..1a043c36 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -93,6 +93,8 @@ Other Changes: introduced in 1.50 and broken in 1.60. (#1698, #894, #713). - TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!) +- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut] +- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. - RenderText(): Some optimization for very large text buffers, useful for non-optimized builds. - BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. - ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. @@ -103,6 +105,7 @@ Other Changes: in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. - Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects in the WM_SIZE handler. (#2088) [@ice1000] +- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball] ----------------------------------------------------------------------- @@ -126,7 +129,7 @@ Other Changes: Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) - Fixed a build issue with non-Cygwin GCC under Windows. - Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. -- Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] +- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] ----------------------------------------------------------------------- diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 41f1e397..2caab0ac 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -12,6 +12,13 @@ #include #include +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Glfw Error %d: %s\n", error, description); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index ea8d182b..5b76f45b 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -20,7 +20,15 @@ #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif -#include // Include glfw3.h after our OpenGL definitions +// Include glfw3.h after our OpenGL definitions +#include + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif static void glfw_error_callback(int error, const char* description) { @@ -64,7 +72,7 @@ int main(int, char**) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) bool err = glewInit() != GLEW_OK; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) - bool err = gladLoadGL() != 0; + bool err = gladLoadGL() == 0; #endif if (err) { diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 21caff3e..92380ed2 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -11,6 +11,13 @@ #include #include +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + //#define IMGUI_UNLIMITED_FRAME_RATE #ifdef _DEBUG #define IMGUI_VULKAN_DEBUG_REPORT diff --git a/examples/example_sdl_opengl2/README.md b/examples/example_sdl_opengl2/README.md index dfbfa7b6..60a5e377 100644 --- a/examples/example_sdl_opengl2/README.md +++ b/examples/example_sdl_opengl2/README.md @@ -4,8 +4,11 @@ - On Windows with Visual Studio's CLI ``` -set SDL2DIR=path_to_your_sdl2_folder -cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` - On Linux and similar Unixes diff --git a/examples/example_sdl_opengl2/build_win32.bat b/examples/example_sdl_opengl2/build_win32.bat index bc2eb3b2..97692d9e 100644 --- a/examples/example_sdl_opengl2/build_win32.bat +++ b/examples/example_sdl_opengl2/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set OUT_DIR=Debug +set OUT_EXE=example_sdl_opengl2.exe +set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include +set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index f0cb3736..5aac9cea 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -136,6 +136,15 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SwapWindow(window); } diff --git a/examples/example_sdl_opengl3/README.md b/examples/example_sdl_opengl3/README.md index f029ce71..ec21fb78 100644 --- a/examples/example_sdl_opengl3/README.md +++ b/examples/example_sdl_opengl3/README.md @@ -4,8 +4,11 @@ - On Windows with Visual Studio's CLI ``` -set SDL2DIR=path_to_your_sdl2_folder -cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` - On Linux and similar Unixes diff --git a/examples/example_sdl_opengl3/build_win32.bat b/examples/example_sdl_opengl3/build_win32.bat index d2cfa67f..f263c4b3 100644 --- a/examples/example_sdl_opengl3/build_win32.bat +++ b/examples/example_sdl_opengl3/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +set OUT_DIR=Debug +set OUT_EXE=example_sdl_opengl3.exe +set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w +set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c +set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h index 9c4b620a..17bfaaf4 100644 --- a/examples/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -9,6 +9,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h index 89aa9409..665cbc73 100644 --- a/examples/imgui_impl_dx11.h +++ b/examples/imgui_impl_dx11.h @@ -9,6 +9,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct ID3D11Device; struct ID3D11DeviceContext; diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h index 8c462547..7ead88e6 100644 --- a/examples/imgui_impl_dx12.h +++ b/examples/imgui_impl_dx12.h @@ -10,6 +10,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + enum DXGI_FORMAT; struct ID3D12Device; struct ID3D12GraphicsCommandList; diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h index 03da1bda..95902f74 100644 --- a/examples/imgui_impl_dx9.h +++ b/examples/imgui_impl_dx9.h @@ -8,6 +8,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); diff --git a/examples/imgui_impl_freeglut.h b/examples/imgui_impl_freeglut.h index 6289ed4d..909f0725 100644 --- a/examples/imgui_impl_freeglut.h +++ b/examples/imgui_impl_freeglut.h @@ -9,6 +9,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init(); IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown(); diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 3ae4349a..8490bab2 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -548,7 +548,7 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) //-------------------------------------------------------------------------------------------------------- // We provide a Win32 implementation because this is such a common issue for IME users -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) #define HAS_WIN32_IME 1 #include #ifdef _MSC_VER diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h index 046a923e..a44de49c 100644 --- a/examples/imgui_impl_glfw.h +++ b/examples/imgui_impl_glfw.h @@ -17,6 +17,8 @@ // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! +#pragma once + struct GLFWwindow; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); diff --git a/examples/imgui_impl_marmalade.h b/examples/imgui_impl_marmalade.h index 96c43337..8a767f9d 100644 --- a/examples/imgui_impl_marmalade.h +++ b/examples/imgui_impl_marmalade.h @@ -8,6 +8,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h index c58b1605..7ab9cebf 100644 --- a/examples/imgui_impl_opengl2.h +++ b/examples/imgui_impl_opengl2.h @@ -17,6 +17,8 @@ // confuse your GPU driver. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. +#pragma once + IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 96ae9e58..387bcae3 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -20,6 +20,8 @@ // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. +#pragma once + // Set default OpenGL loader to be gl3w #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 8fd288b3..3d528da3 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -15,6 +15,8 @@ // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +#pragma once + struct SDL_Window; typedef union SDL_Event SDL_Event; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 618e6763..e14e6d42 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -852,6 +852,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + (void)physical_device; (void)allocator; // Create Command Buffers diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index ec472535..099e5621 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -12,6 +12,8 @@ // 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/ +#pragma once + #include #define IMGUI_VK_QUEUED_FRAMES 2 diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index fded9e73..fb753794 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -387,7 +387,7 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2) // IME (Input Method Editor) basic support for e.g. Asian language users //-------------------------------------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) #define HAS_WIN32_IME 1 #include #ifdef _MSC_VER @@ -538,9 +538,14 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) { + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); - ::SetWindowTextA(data->Hwnd, title); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + ::SetWindowTextW(data->Hwnd, title_w.Data); } static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index 776f41b0..404bc79e 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -9,6 +9,8 @@ // Missing features: // [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). +#pragma once + IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); diff --git a/imconfig.h b/imconfig.h index 50b7f471..825505bf 100644 --- a/imconfig.h +++ b/imconfig.h @@ -31,6 +31,7 @@ //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function. //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). diff --git a/imgui.cpp b/imgui.cpp index 55786750..fb8500af 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -788,15 +788,15 @@ CODE config.OversampleV = 1; config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config); + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); // Combine multiple fonts into one (e.g. for icon fonts) static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; ImFontConfig config; config.MergeMode = true; io.Fonts->AddFontDefault(); - io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. @@ -3273,7 +3273,7 @@ void ImGui::NewFrame() { if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { - IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()?"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); @@ -12887,7 +12887,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) +#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif @@ -12899,7 +12899,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting #endif // Win32 API clipboard implementation -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1e102b55..27fe2ba9 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -736,7 +736,7 @@ static void ShowDemoWindowWidgets() // Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! // Please use u8"text in any language" in your application! // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); + ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c407cf72..7be32725 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1265,7 +1265,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float } //------------------------------------------------------------------------- -// [SECTION] Widgets: Combo Box +// [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- // - BeginCombo() // - EndCombo() @@ -1906,7 +1906,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa } } if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + { + FocusableItemUnregister(window); return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + } // Actual drag behavior ItemSize(total_bb, style.FramePadding.y); @@ -2337,7 +2340,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co } } if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + { + FocusableItemUnregister(window); return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); + } ItemSize(total_bb, style.FramePadding.y); @@ -2608,8 +2614,8 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of a slider (when CTRL+Clicking on slider) -// FIXME: Logic is messy and confusing. +// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations. bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) { ImGuiContext& g = *GImGui; @@ -2618,9 +2624,8 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id SetActiveID(g.ScalarAsInputTextId, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); SetHoveredID(0); - FocusableItemUnregister(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); char fmt_buf[32]; char data_buf[32]; @@ -4994,7 +4999,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { @@ -5105,9 +5110,9 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBoxFooter() //------------------------------------------------------------------------- -// FIXME: Rename to BeginListBox() +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. // Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty" +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); @@ -5133,24 +5138,26 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return true; } -// FIXME: Rename to BeginListBox() +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. if (height_in_items < 0) height_in_items = ImMin(items_count, 7); - float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; return ListBoxHeader(label, size); } -// FIXME: Rename to EndListBox() +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. void ImGui::ListBoxFooter() { ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;