Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
This commit is contained in:
ocornut 2021-07-09 20:16:19 +02:00
commit a11f36811f
33 changed files with 554 additions and 416 deletions

View File

@ -67,11 +67,10 @@ struct ImGui_ImplAllegro5_Data
ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplAllegro5_Data* g_Data;
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplAllegro5_Data); return g_Data; }
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplAllegro5_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
struct ImDrawVertAllegro
{
@ -274,13 +273,13 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_CreateBackendData();
bd->Display = display;
// Setup backend capabilities flags
io.BackendRendererUserData = (void*)bd;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
bd->Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@ -329,20 +328,18 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGui_ImplAllegro5_InvalidateDeviceObjects();
bd->Display = NULL;
bd->Time = 0.0;
if (bd->VertexDecl)
al_destroy_vertex_decl(bd->VertexDecl);
bd->VertexDecl = NULL;
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
bd->ClipboardTextData = NULL;
ImGui_ImplAllegro5_DestroyBackendData();
io.BackendPlatformUserData = NULL;
io.BackendPlatformName = io.BackendRendererName = NULL;
IM_DELETE(bd);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@ -430,6 +427,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();

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@ -64,17 +64,18 @@ struct ImGui_ImplDX10_Data
ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplDX10_Data* g_Data;
static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; }
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// 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.
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();
@ -530,7 +531,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData();
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -563,16 +564,18 @@ void ImGui_ImplDX10_Shutdown()
ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplDX10_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}

View File

@ -65,17 +65,18 @@ struct ImGui_ImplDX11_Data
ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplDX11_Data* g_Data;
static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; }
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// 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.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();
@ -542,7 +543,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData();
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -579,17 +580,19 @@ void ImGui_ImplDX11_Shutdown()
ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; }
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplDX11_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}

View File

@ -67,11 +67,12 @@ struct ImGui_ImplDX12_Data
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplDX12_Data* g_Data;
static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// 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.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
@ -155,21 +156,6 @@ struct ImGui_ImplDX12_ViewportData
}
};
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
@ -237,6 +223,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ctx->OMSetBlendFactor(blend_factor);
}
template<typename T>
static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
@ -750,6 +744,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return true;
}
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@ -769,15 +770,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -785,6 +779,13 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
@ -815,12 +816,14 @@ void ImGui_ImplDX12_Shutdown()
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplDX12_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}

View File

@ -51,12 +51,6 @@ struct ImGui_ImplDX9_Data
ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplDX9_Data* g_Data;
static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; }
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
struct CUSTOMVERTEX
{
float pos[3];
@ -71,6 +65,13 @@ struct CUSTOMVERTEX
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// 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.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX9_InitPlatformInterface();
static void ImGui_ImplDX9_ShutdownPlatformInterface();
@ -287,7 +288,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData();
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -309,10 +310,10 @@ void ImGui_ImplDX9_Shutdown()
ImGui_ImplDX9_ShutdownPlatformInterface();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplDX9_DestroyBackendData();
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CreateFontsTexture()
@ -382,6 +383,8 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}

View File

@ -103,11 +103,17 @@ struct ImGui_ImplGlfw_Data
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplGlfw_Data* g_Data;
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; }
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
@ -199,12 +205,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_CreateBackendData();
bd->Window = window;
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -214,6 +216,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
#endif
bd->Window = window;
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
@ -326,6 +332,7 @@ void ImGui_ImplGlfw_Shutdown()
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@ -333,7 +340,7 @@ void ImGui_ImplGlfw_Shutdown()
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
ImGui_ImplGlfw_DestroyBackendData();
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
@ -514,6 +521,7 @@ void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;

View File

@ -65,11 +65,12 @@ struct ImGui_ImplOpenGL2_Data
ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplOpenGL2_Data* g_Data;
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// 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.
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface();
@ -82,7 +83,7 @@ bool ImGui_ImplOpenGL2_Init()
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
@ -96,17 +97,20 @@ bool ImGui_ImplOpenGL2_Init()
void ImGui_ImplOpenGL2_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplOpenGL2_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
}

View File

@ -191,11 +191,12 @@ struct ImGui_ImplOpenGL3_Data
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplOpenGL3_Data* g_Data;
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; }
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; }
static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// 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.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
@ -207,7 +208,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData();
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();;
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
@ -226,9 +230,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->GlVersion = 200; // GLES 2
#endif
// Setup backend capabilities flags
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -306,17 +307,20 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
void ImGui_ImplOpenGL3_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplOpenGL3_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}

View File

@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 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).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@ -83,14 +84,17 @@ struct ImGui_ImplSDL2_Data
bool MouseCanUseGlobalState;
bool UseVulkan;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
};
// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplSDL2_Data* g_Data;
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; }
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
@ -184,10 +188,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_CreateBackendData();
bd->Window = window;
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -196,6 +198,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
bd->Window = window;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
@ -299,23 +303,18 @@ void ImGui_ImplSDL2_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->Window = NULL;
ImGui_ImplSDL2_ShutdownPlatformInterface();
// Destroy last known clipboard data
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = NULL;
// Destroy SDL mouse cursors
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
memset(bd->MouseCursors, 0, sizeof(bd->MouseCursors));
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
ImGui_ImplSDL2_DestroyBackendData();
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
@ -485,19 +484,19 @@ static void ImGui_ImplSDL2_UpdateMonitors()
}
}
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
void ImGui_ImplSDL2_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame()
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

View File

@ -12,7 +12,7 @@
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -28,5 +28,9 @@ 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_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif

View File

@ -124,12 +124,6 @@ struct ImGui_ImplVulkan_Data
}
};
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplVulkan_Data* g_Data;
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplVulkan_Data); return g_Data; }
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
// Forward Declarations
bool ImGui_ImplVulkan_CreateDeviceObjects();
void ImGui_ImplVulkan_DestroyDeviceObjects();
@ -343,6 +337,14 @@ static uint32_t __glsl_shader_frag_spv[] =
// 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 is not tested and probably dysfunctional in this backend.
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
@ -1057,7 +1059,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_CreateBackendData();
ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -1090,6 +1092,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
void ImGui_ImplVulkan_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
// First destroy objects in all viewports
ImGui_ImplVulkan_DestroyDeviceObjects();
@ -1102,14 +1107,16 @@ void ImGui_ImplVulkan_Shutdown()
// Clean up windows
ImGui_ImplVulkan_ShutdownPlatformInterface();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
ImGui_ImplVulkan_DestroyBackendData();
IM_DELETE(bd);
}
void ImGui_ImplVulkan_NewFrame()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?");
IM_UNUSED(bd);
}
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)

View File

@ -91,19 +91,14 @@ struct ImGui_ImplWin32_Data
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
};
#if 1
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
static ImGui_ImplWin32_Data* g_Data;
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; }
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
#else
// FIXME: mouse cursor is a shared resource.
// FIXME: facilitate calling ImGui_ImplWin32_WndProcHandler() handler and letting us do the right dispatch
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); }
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); }
#endif
// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
@ -117,15 +112,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData();
bd->hWnd = (HWND)hwnd;
bd->WantUpdateHasGamepad = true;
bd->WantUpdateMonitors = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
// Setup backend capabilities flags
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -133,6 +121,13 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
bd->hWnd = (HWND)hwnd;
bd->WantUpdateHasGamepad = true;
bd->WantUpdateMonitors = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
@ -200,7 +195,7 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
ImGui_ImplWin32_DestroyBackendData();
IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
@ -379,6 +374,7 @@ void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
@ -541,10 +537,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
if (RtlVerifyVersionInfoFn == NULL)
return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { };
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
RTL_OSVERSIONINFOEXW versionInfo = { };
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);

View File

@ -103,6 +103,14 @@ Other changes:
VERSION 1.84 WIP (In Progress)
-----------------------------------------------------------------------
Breaking Changes:
- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
Kept inline redirection function (will obsolete).
- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
return value of ButtonBehavior() rather than (HoveredId == id).
Other Changes:
- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*' so it
is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
@ -115,25 +123,40 @@ Other Changes:
- Tables: Fix columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
- Tables: Fix invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
- Menus: fix hovering a disabled menu or menu item not closing other menus. (#211)
- Nav: Disabled items are not candidate for default focus. (#211, #787)
- Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) [@rokups]
- Disabled: disabled mode more consistently release active id if the active item got disabled. (#211)
- Disabled: disabled mode doesn't prevent Selectable() from looking selected. (#211)
- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
- Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
- Fonts: Fix calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
implying that the file is required.
- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull data
from a single structure to facilitate usage with multiple-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used accross
multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
- Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191)
- ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
'#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
Other OSX examples were not affected. (#4253, #1873) [@rokups]
@ -196,6 +219,8 @@ Other Changes:
consistent with the compile-time default. (#3922)
- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038)
(fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut]
- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
@ -298,6 +323,7 @@ Breaking Changes:
- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly
disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their
imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
*EDIT* Undid in 1.84.
- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
Other Changes:

View File

@ -160,8 +160,9 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
If this happens using the standard backends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
Your renderer is not using the font texture correctly or it hasn't be uploaded to GPU.
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
##### [Return to Index](#index)
@ -609,7 +610,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/3488)
- [Gallery](https://github.com/ocornut/imgui/issues/3793)
##### [Return to Index](#index)
@ -655,7 +656,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3793). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

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@ -141,7 +141,7 @@ Some of the goals for 2021 are:
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3793)!
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.
@ -174,7 +174,7 @@ Advanced users may want to use the `docking` branch with [Multi-Viewport](https:
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [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/3488)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [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/3793)!
How to help
-----------

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@ -244,6 +244,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: programmatically access shortcuts "Focus("&Save"))
- menus: hovering a disabled BeginMenu or MenuItem won't close another menu
- 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: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).

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@ -124,7 +124,7 @@ static void main_loop(void* arg)
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(g_Window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -125,7 +125,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -116,7 +116,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -106,7 +106,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -176,7 +176,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -499,7 +499,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 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!).

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@ -37,7 +37,8 @@
//---- 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. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)

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@ -406,7 +406,7 @@ CODE
- ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
- 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
- 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
- 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
- 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
- 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
- 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
- removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
@ -795,6 +795,11 @@ CODE
#include <stdint.h> // intptr_t
#endif
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif
// [Windows] OS specific includes (optional)
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#define IMGUI_DISABLE_WIN32_FUNCTIONS
@ -3262,7 +3267,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
return false;
if (g.NavDisableMouseHover)
return false;
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (g.CurrentItemFlags & ImGuiItemFlags_Disabled))
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
{
g.HoveredIdDisabled = true;
return false;
@ -3271,9 +3276,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
// We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
// hover test in widgets code. We could also decide to split this function is two.
if (id != 0)
{
SetHoveredID(id);
// When disabled we'll return false but still set HoveredId
if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
{
g.HoveredIdDisabled = true;
return false;
}
if (id != 0)
{
// [DEBUG] Item Picker tool!
// We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
// the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
@ -6723,7 +6736,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false;
window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
window->DC.TreeJumpToParentOnPopMask = 0x00;
window->DC.ChildWindows.resize(0);
@ -7114,24 +7127,27 @@ void ImGui::PopItemFlag()
}
// PushDisabled()/PopDisabled()
// - Those can be nested but this cannot be used to enable an already disabled section (a single PushDisabled(true) in the stack is enough to keep things disabled)
// - Those are not yet exposed in imgui.h because we are unsure of how to alter the style in a way that works for everyone.
// We may rework this. Hypothetically, a future styling system may set a flag which make widgets use different colors.
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
// - You may trivially implement your own variation of this if needed.
// Here we test (CurrentItemFlags & ImGuiItemFlags_Disabled) to allow nested PushDisabled() calls.
void ImGui::PushDisabled()
void ImGui::PushDisabled(bool disabled)
{
ImGuiContext& g = *GImGui;
if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (!was_disabled && disabled)
PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.6f);
PushItemFlag(ImGuiItemFlags_Disabled, true);
PushItemFlag(ImGuiItemFlags_Disabled, was_disabled || disabled);
}
void ImGui::PopDisabled()
{
ImGuiContext& g = *GImGui;
bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
PopItemFlag();
if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
PopStyleVar();
}
@ -9465,12 +9481,13 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
{
g.NavInitResultId = id;
g.NavInitResultRectRel = nav_bb_rel;
}
if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
if (candidate_for_nav_default_focus)
{
g.NavInitRequest = false; // Found a match, clear request
NavUpdateAnyRequestFlag();
@ -10704,17 +10721,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
}
// Render default drop visuals
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
{
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
r.Expand(3.5f);
bool push_clip_rect = !window->ClipRect.Contains(r);
if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));
window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
if (push_clip_rect) window->DrawList->PopClipRect();
}
window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
g.DragDropAcceptFrameCount = g.FrameCount;
payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
@ -16585,7 +16596,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask);
Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
Unindent();

View File

@ -62,7 +62,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.84 WIP"
#define IMGUI_VERSION_NUM 18308
#define IMGUI_VERSION_NUM 18309
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -2732,7 +2732,7 @@ struct ImFontAtlas
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
void SetTexID(ImTextureID id) { TexID = id; }
//-------------------------------------------
@ -2782,6 +2782,7 @@ struct ImFontAtlas
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
bool TexReady; // Set when texture was built matching current font input
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4

View File

@ -1220,7 +1220,7 @@ static void ShowDemoWindowWidgets()
{
static bool selected[10] = {};
if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
{
for (int i = 0; i < 10; i++)
{
@ -1231,8 +1231,8 @@ static void ShowDemoWindowWidgets()
}
ImGui::EndTable();
}
ImGui::Separator();
if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
ImGui::Spacing();
if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
{
for (int i = 0; i < 10; i++)
{
@ -2239,7 +2239,7 @@ static void ShowDemoWindowWidgets()
const char* item_names[] =
{
"Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat",
"InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
"InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
};
static int item_type = 1;
ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
@ -2260,11 +2260,12 @@ static void ShowDemoWindowWidgets()
if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
if (item_type == 9) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
if (item_type == 10){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 11){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 12){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
// Display the values of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.

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@ -2008,6 +2008,7 @@ void ImFontAtlas::ClearInputData()
ConfigData.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
TexReady = false;
}
void ImFontAtlas::ClearTexData()
@ -2020,12 +2021,14 @@ void ImFontAtlas::ClearTexData()
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexPixelsUseColors = false;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Fonts.clear_delete();
TexReady = false;
}
void ImFontAtlas::Clear()
@ -2098,6 +2101,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
// Invalidate texture
TexReady = false;
ClearTexData();
return new_font_cfg.DstFont;
}
@ -2801,6 +2805,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
for (int i = 0; i < atlas->Fonts.Size; i++)
if (atlas->Fonts[i]->DirtyLookupTables)
atlas->Fonts[i]->BuildLookupTable();
atlas->TexReady = true;
}
// Retrieve list of range (2 int per range, values are inclusive)
@ -3206,7 +3212,7 @@ void ImFont::BuildLookupTable()
if (FallbackGlyph == NULL)
{
FallbackGlyph = &Glyphs.back();
FallbackChar = FallbackGlyph->Codepoint;
FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
}
}

View File

@ -745,14 +745,14 @@ struct ImDrawDataBuilder
enum ImGuiItemFlags_
{
ImGuiItemFlags_None = 0,
ImGuiItemFlags_NoTabStop = 1 << 0, // false
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See PushDisabled()/PushDisabled(). See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop)
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
};
// Flags for ItemAdd()
@ -810,7 +810,7 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions
//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use PushDisabled() or ImGuiItemFlags_Disabled
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
@ -1047,14 +1047,19 @@ struct IMGUI_API ImGuiGroupData
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
struct IMGUI_API ImGuiMenuColumns
{
float Spacing;
float Width, NextWidth;
float Pos[3], NextWidths[3];
ImU32 TotalWidth;
ImU32 NextTotalWidth;
ImU16 Spacing;
ImU16 OffsetIcon; // Always zero for now
ImU16 OffsetLabel; // Offsets are locked in Update()
ImU16 OffsetShortcut;
ImU16 OffsetMark;
ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame)
ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w) const;
void Update(float spacing, bool window_reappearing);
float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);
void CalcNextTotalWidth(bool update_offsets);
};
// Internal state of the currently focused/edited text input box
@ -2630,14 +2635,16 @@ namespace ImGui
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API void PushDisabled();
IMGUI_API void PopDisabled();
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Parameter stacks
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API void PushDisabled(bool disabled = true);
IMGUI_API void PopDisabled();
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
@ -2667,6 +2674,9 @@ namespace ImGui
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
// Menus
IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
// Combos
IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
IMGUI_API bool BeginComboPreview();

View File

@ -488,14 +488,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (flags & ImGuiButtonFlags_Disabled)
{
if (out_hovered) *out_hovered = false;
if (out_held) *out_held = false;
if (g.ActiveId == id) ClearActiveID();
return false;
}
// Default only reacts to left mouse button
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
flags |= ImGuiButtonFlags_MouseButtonDefault_;
@ -527,7 +519,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
hovered = true;
SetHoveredID(id);
if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f))
if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)
{
pressed = true;
g.DragDropHoldJustPressedId = id;
@ -619,6 +611,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
}
// Release active id if turning disabled
if (g.ActiveId == id && (g.CurrentItemFlags & ImGuiItemFlags_Disabled))
ClearActiveID();
// Process while held
bool held = false;
if (g.ActiveId == id)
@ -1455,7 +1451,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
if (g.ActiveId != id)
SetItemAllowOverlap();
if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
ImRect bb_render = bb;
@ -2441,7 +2437,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
@ -3047,7 +3043,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
@ -3195,7 +3191,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
@ -3450,7 +3446,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
style.FramePadding.x = style.FramePadding.y;
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
button_flags |= ImGuiButtonFlags_Disabled;
PushDisabled(true);
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
@ -3463,6 +3459,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
value_changed = true;
}
if (flags & ImGuiInputTextFlags_ReadOnly)
PopDisabled();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
@ -6146,10 +6144,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
}
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
if (disabled_item)
{
ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
item_add = ItemAdd(bb, id);
g.CurrentItemFlags = backup_item_flags;
}
@ -6167,6 +6166,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (!item_add)
return false;
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (disabled_item && !disabled_global)
PushDisabled(true);
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
// which would be advantageous since most selectable are not selected.
if (span_all_columns && window->DC.CurrentColumns)
@ -6179,13 +6182,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
const bool was_selected = selected;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
@ -6235,14 +6234,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
else if (span_all_columns && g.CurrentTable)
TablePopBackgroundChannel();
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
CloseCurrentPopup();
if (disabled_item && !disabled_global)
PopDisabled();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
@ -6600,38 +6600,46 @@ void ImGui::Value(const char* prefix, float v, const char* float_format)
//-------------------------------------------------------------------------
// Helpers for internal use
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)
{
IM_ASSERT(count == IM_ARRAYSIZE(Pos));
IM_UNUSED(count);
Width = NextWidth = 0.0f;
Spacing = spacing;
if (clear)
memset(NextWidths, 0, sizeof(NextWidths));
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
if (window_reappearing)
memset(Widths, 0, sizeof(Widths));
Spacing = (ImU16)spacing;
CalcNextTotalWidth(true);
memset(Widths, 0, sizeof(Widths));
TotalWidth = NextTotalWidth;
NextTotalWidth = 0;
}
void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)
{
ImU16 offset = 0;
bool want_spacing = false;
for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)
{
if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing;
Pos[i] = IM_FLOOR(Width);
Width += NextWidths[i];
NextWidths[i] = 0.0f;
ImU16 width = Widths[i];
if (want_spacing && width > 0)
offset += Spacing;
want_spacing |= (width > 0);
if (update_offsets)
{
if (i == 1) { OffsetLabel = offset; }
if (i == 2) { OffsetShortcut = offset; }
if (i == 3) { OffsetMark = offset; }
}
offset += width;
}
NextTotalWidth = offset;
}
float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)
{
NextWidth = 0.0f;
NextWidths[0] = ImMax(NextWidths[0], w0);
NextWidths[1] = ImMax(NextWidths[1], w1);
NextWidths[2] = ImMax(NextWidths[2], w2);
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
return ImMax(Width, NextWidth);
}
float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const
{
return ImMax(0.0f, avail_w - Width);
Widths[0] = ImMax(Widths[0], (ImU16)w_icon);
Widths[1] = ImMax(Widths[1], (ImU16)w_label);
Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);
Widths[3] = ImMax(Widths[3], (ImU16)w_mark);
CalcNextTotalWidth(false);
return (float)ImMax(TotalWidth, NextTotalWidth);
}
// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
@ -6825,6 +6833,10 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
PushID(label);
if (!enabled)
PushDisabled();
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
@ -6834,7 +6846,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups, ImVec2(w, 0.0f));
RenderText(text_pos, label);
PopStyleVar();
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
@ -6844,14 +6858,20 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f));
ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
RenderText(text_pos, label);
RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
}
if (!enabled)
PopDisabled();
PopID();
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
const bool hovered = (g.HoveredId == id) && enabled;
if (menuset_is_open)
g.NavWindow = backed_nav_window;
@ -6878,6 +6898,8 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
// FIXME: Hovering a disabled BeginMenu or MenuItem won't close us
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
want_close = true;
@ -6963,7 +6985,7 @@ void ImGui::EndMenu()
EndPopup();
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -6976,8 +6998,12 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
PushID(label);
if (!enabled)
PushDisabled(true);
const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
@ -6985,8 +7011,9 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
float w = label_size.x;
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable(label, selected, flags, ImVec2(w, 0.0f));
pressed = Selectable("", selected, flags, ImVec2(w, 0.0f));
PopStyleVar();
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
@ -6994,27 +7021,40 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
// Menu item inside a vertical menu
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f;
float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable("", false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
if (shortcut_w > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
if (!enabled)
PopDisabled();
PopID();
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
{
return MenuItemEx(label, NULL, shortcut, selected, enabled);
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
{
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
@ -7997,7 +8037,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (pressed && !is_tab_button)
tab_bar->NextSelectedTabId = id;
hovered |= (g.HoveredId == id);
// Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow()
// will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id.
@ -8113,8 +8152,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
// Tooltip
// (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
// (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
// FIXME: This is a mess.
// FIXME: We may want disabled tab to still display the tooltip?
if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);

View File

@ -34,7 +34,7 @@
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
@ -441,7 +441,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
}
}
tail = tail->next;
}
}
}
fr.prev_link = best;
@ -602,38 +602,38 @@ This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

View File

@ -1,5 +1,5 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// This is a slightly modified version of stb_textedit.h 1.13.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// Grep for [DEAR IMGUI] to find the changes.
@ -19,7 +19,7 @@
// texts, as its performance does not scale and it has limited undo).
//
// Non-trivial behaviors are modelled after Windows text controls.
//
//
//
// LICENSE
//
@ -217,20 +217,20 @@
// call this with the mouse x,y on a mouse down; it will update the cursor
// and reset the selection start/end to the cursor point. the x,y must
// be relative to the text widget, with (0,0) being the top left.
//
//
// drag:
// call this with the mouse x,y on a mouse drag/up; it will update the
// cursor and the selection end point
//
//
// cut:
// call this to delete the current selection; returns true if there was
// one. you should FIRST copy the current selection to the system paste buffer.
// (To copy, just copy the current selection out of the string yourself.)
//
//
// paste:
// call this to paste text at the current cursor point or over the current
// selection if there is one.
//
//
// key:
// call this for keyboard inputs sent to the textfield. you can use it
// for "key down" events or for "translated" key events. if you need to
@ -241,7 +241,7 @@
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
// anything other type you wante before including.
//
//
//
// When rendering, you can read the cursor position and selection state from
// the STB_TexteditState.
//
@ -716,9 +716,11 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
state->has_preferred_x = 0;
return 1;
}
// remove the undo since we didn't actually insert the characters
if (state->undostate.undo_point)
--state->undostate.undo_point;
// [DEAR IMGUI]
//// remove the undo since we didn't actually insert the characters
//if (state->undostate.undo_point)
// --state->undostate.undo_point;
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0;
}
@ -764,7 +766,7 @@ retry:
state->insert_mode = !state->insert_mode;
break;
#endif
case STB_TEXTEDIT_K_UNDO:
stb_text_undo(str, state);
state->has_preferred_x = 0;
@ -779,7 +781,7 @@ retry:
// if currently there's a selection, move cursor to start of selection
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
else
else
if (state->cursor > 0)
--state->cursor;
state->has_preferred_x = 0;
@ -828,7 +830,7 @@ retry:
#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
case STB_TEXTEDIT_K_WORDRIGHT:
if (STB_TEXT_HAS_SELECTION(state))
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
else {
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
@ -922,7 +924,7 @@ retry:
}
break;
}
case STB_TEXTEDIT_K_UP:
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
case STB_TEXTEDIT_K_PGUP:
@ -1014,7 +1016,7 @@ retry:
}
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTSTART2
case STB_TEXTEDIT_K_TEXTSTART2:
#endif
@ -1031,7 +1033,7 @@ retry:
state->select_start = state->select_end = 0;
state->has_preferred_x = 0;
break;
#ifdef STB_TEXTEDIT_K_TEXTSTART2
case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
#endif
@ -1410,38 +1412,38 @@ This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

View File

@ -51,7 +51,7 @@
// Rob Loach Cort Stratton
// Kenney Phillis Jr. github:oyvindjam
// Brian Costabile github:vassvik
//
//
// VERSION HISTORY
//
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
@ -212,7 +212,7 @@
//
// Advancing for the next character:
// Call GlyphHMetrics, and compute 'current_point += SF * advance'.
//
//
//
// ADVANCED USAGE
//
@ -257,7 +257,7 @@
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
// Font name matching & access 150 LOC ---- 150
// C runtime library abstraction 60 LOC ---- 60
//
//
@ -350,7 +350,7 @@ int main(int argc, char **argv)
}
return 0;
}
#endif
#endif
//
// Output:
//
@ -364,9 +364,9 @@ int main(int argc, char **argv)
// :@@. M@M
// @@@o@@@@
// :M@@V:@@.
//
//
//////////////////////////////////////////////////////////////////////////////
//
//
// Complete program: print "Hello World!" banner, with bugs
//
#if 0
@ -667,7 +667,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, cons
// Calling these functions in sequence is roughly equivalent to calling
// stbtt_PackFontRanges(). If you more control over the packing of multiple
// fonts, or if you want to pack custom data into a font texture, take a look
// at the source to of stbtt_PackFontRanges() and create a custom version
// at the source to of stbtt_PackFontRanges() and create a custom version
// using these functions, e.g. call GatherRects multiple times,
// building up a single array of rects, then call PackRects once,
// then call RenderIntoRects repeatedly. This may result in a
@ -975,7 +975,7 @@ STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, floa
// and computing from that can allow drop-out prevention).
//
// The algorithm has not been optimized at all, so expect it to be slow
// if computing lots of characters or very large sizes.
// if computing lots of characters or very large sizes.
@ -1732,7 +1732,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
if (i != 0)
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
// now start the new one
// now start the new one
start_off = !(flags & 1);
if (start_off) {
// if we start off with an off-curve point, then when we need to find a point on the curve
@ -1785,7 +1785,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
int comp_num_verts = 0, i;
stbtt_vertex *comp_verts = 0, *tmp = 0;
float mtx[6] = {1,0,0,1,0,0}, m, n;
flags = ttSHORT(comp); comp+=2;
gidx = ttSHORT(comp); comp+=2;
@ -1815,7 +1815,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
}
// Find transformation scales.
m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
@ -2746,7 +2746,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i
float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
STBTT_assert(z != NULL);
if (!z) return z;
// round dx down to avoid overshooting
if (dxdy < 0)
z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
@ -2824,7 +2824,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac
}
}
}
e = e->next;
}
}
@ -3554,7 +3554,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info
{
int ix0,iy0,ix1,iy1;
stbtt__bitmap gbm;
stbtt_vertex *vertices;
stbtt_vertex *vertices;
int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
if (scale_x == 0) scale_x = scale_y;
@ -3577,7 +3577,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info
if (height) *height = gbm.h;
if (xoff ) *xoff = ix0;
if (yoff ) *yoff = iy0;
if (gbm.w && gbm.h) {
gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
if (gbm.pixels) {
@ -3588,7 +3588,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info
}
STBTT_free(vertices, info->userdata);
return gbm.pixels;
}
}
STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
{
@ -3600,7 +3600,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigne
int ix0,iy0;
stbtt_vertex *vertices;
int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
stbtt__bitmap gbm;
stbtt__bitmap gbm;
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
gbm.pixels = output;
@ -3622,7 +3622,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *
STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
}
}
STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)
{
@ -3637,7 +3637,7 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns
STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
{
return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
}
}
STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
{
@ -3762,7 +3762,7 @@ static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *no
con->y = 0;
con->bottom_y = 0;
STBTT__NOTUSED(nodes);
STBTT__NOTUSED(num_nodes);
STBTT__NOTUSED(num_nodes);
}
static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
@ -4147,7 +4147,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char
n = 0;
for (i=0; i < num_ranges; ++i)
n += ranges[i].num_chars;
rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
if (rects == NULL)
return 0;
@ -4158,7 +4158,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char
n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
stbtt_PackFontRangesPackRects(spc, rects, n);
return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
STBTT_free(rects, spc->user_allocator_context);
@ -4319,7 +4319,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
if (x_inter < x)
if (x_inter < x)
winding += (y0 < y1) ? 1 : -1;
}
}
@ -4345,7 +4345,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
y1 = (int)verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
if (x_inter < x)
if (x_inter < x)
winding += (y0 < y1) ? 1 : -1;
}
} else {
@ -4357,7 +4357,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
if (hits[1][0] < 0)
winding += (hits[1][1] < 0 ? -1 : 1);
}
}
}
}
}
return winding;
@ -4438,7 +4438,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
// invert for y-downwards bitmaps
scale_y = -scale_y;
{
int x,y,i,j;
float *precompute;
@ -4587,7 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
STBTT_free(verts, info->userdata);
}
return data;
}
}
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
{
@ -4605,7 +4605,7 @@ STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)
//
// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)
static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)
{
stbtt_int32 i=0;
@ -4644,7 +4644,7 @@ static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, s
return i;
}
static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)
static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)
{
return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
}
@ -4773,7 +4773,7 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
{
return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);
return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);
}
STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
@ -4866,38 +4866,38 @@ This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
Permission is hereby granted, free of charge, to any person obtaining a copy of
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

View File

@ -8,3 +8,6 @@ imgui_scoped.h
Additional header file with some RAII-style wrappers for common Dear ImGui functions.
Try by merging: https://github.com/ocornut/imgui/pull/2197
Discuss at: https://github.com/ocornut/imgui/issues/2096
See more C++ related extension on Wiki
https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness