Merge branch 'master' into viewport

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar 2018-06-26 12:41:36 +02:00
commit c38fe6b0e1
10 changed files with 89 additions and 54 deletions

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@ -29,6 +29,15 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.63 WIP (IN PROGRESS)
-----------------------------------------------------------------------
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------

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@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

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@ -369,7 +369,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
}
// Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
}

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@ -33,7 +33,7 @@
//#include <glew.h>
// OpenGL Data
static char g_GlslVersion[32] = "#version 150";
static char g_GlslVersion[32] = "";
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;

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@ -10,7 +10,7 @@
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = "#version 150");
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);

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@ -1,4 +1,4 @@
// dear imgui, v1.62
// dear imgui, v1.63 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -453,7 +453,7 @@
Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags().
Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
@ -861,7 +861,6 @@ static void NavUpdate();
static void NavUpdateWindowing();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
static void UpdateMovingWindow();
static void UpdateMouseInputs();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
@ -2088,7 +2087,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
CollapseToggleWanted = false;
SkipItems = false;
Appearing = false;
CloseButton = false;
HasCloseButton = false;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
BeginCount = 0;
@ -3596,7 +3595,7 @@ static void ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG
SetWindowViewport(window, viewport);
}
static void ImGui::UpdateMovingWindow()
void ImGui::UpdateMovingWindow()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
@ -4035,7 +4034,7 @@ static void ImGui::UpdateMouseInputs()
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags()
void ImGui::UpdateHoveredWindowAndCaptureFlags()
{
ImGuiContext& g = *GImGui;
@ -4244,7 +4243,7 @@ void ImGui::NewFrame()
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMovingWindow();
NewFrameUpdateHoveredWindowAndCaptureFlags();
UpdateHoveredWindowAndCaptureFlags();
if (GetFrontMostPopupModal() != NULL)
g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
@ -6862,7 +6861,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_just_activated_by_user |= (window != popup_ref.Window);
}
window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
window->CloseButton = (p_open != NULL);
window->HasCloseButton = (p_open != NULL);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
@ -9026,7 +9025,7 @@ bool ImGui::SmallButton(const char* label)
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -9034,24 +9033,33 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(str_id);
float sz = ImGui::GetFrameHeight();
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz));
ItemSize(bb);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
RenderArrow(bb.Min + g.Style.FramePadding, dir);
RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
@ -10027,14 +10035,9 @@ template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiWindow* window = g.CurrentWindow;
const ImGuiStyle& style = g.Style;
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, frame_col, true, style.FrameRounding);
const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_power = (power != 1.0f) && is_decimal;
@ -10195,10 +10198,16 @@ static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType d
}
// For 32-bits and larger types, slider bounds are limited to half the natural type range.
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2.
// It would be possible to life that limitation with some work but it doesn't seem to be work it for sliders.
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags)
{
// Draw frame
ImGuiContext& g = *GImGui;
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, frame_col, true, g.Style.FrameRounding);
switch (data_type)
{
case ImGuiDataType_S32:
@ -10474,7 +10483,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed
if (g.IO.KeyShift)
adjust_delta *= 10.0f;
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;

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@ -1,4 +1,4 @@
// dear imgui, v1.62
// dear imgui, v1.63 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -22,7 +22,7 @@
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
// Version
#define IMGUI_VERSION "1.62"
#define IMGUI_VERSION "1.63 WIP"
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch

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@ -1,4 +1,4 @@
// dear imgui, v1.62
// dear imgui, v1.63 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating ImGui into their code base:
@ -12,11 +12,11 @@
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: in this demo code, we frequently we use 'static' variables inside functions.
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your functions.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
@ -76,6 +76,7 @@
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
@ -89,6 +90,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
static void ShowHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
@ -102,6 +104,7 @@ static void ShowHelpMarker(const char* desc)
}
}
// Helper to display basic user controls.
void ImGui::ShowUserGuide()
{
ImGui::BulletText("Double-click on title bar to collapse window.");
@ -124,10 +127,11 @@ void ImGui::ShowUserGuide()
ImGui::Unindent();
}
// Demonstrate most ImGui features (big function!)
// Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open)
{
// Examples apps
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_log = false;
@ -139,10 +143,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool show_app_simple_overlay = false;
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
static bool show_app_style_editor = false;
static bool show_app_metrics = false;
static bool show_app_about = false;
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_console) ShowExampleAppConsole(&show_app_console);
@ -156,6 +156,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Help" menu)
static bool show_app_metrics = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
if (show_app_about)
@ -168,6 +173,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::End();
}
// Demonstrate the various window flags. Typically you would just use the default!
static bool no_titlebar = false;
static bool no_scrollbar = false;
static bool no_menu = false;
@ -177,7 +183,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool no_close = false;
static bool no_nav = false;
// Demonstrate the various window flags. Typically you would just use the default.
ImGuiWindowFlags window_flags = 0;
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
@ -188,19 +193,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
// We specify a default size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
return;
}
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels
ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
// Most "big" widgets share a common width settings by default.
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
// Menu
if (ImGui::BeginMenuBar())
{
@ -302,10 +310,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
// Arrow buttons
static int counter = 0;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {}
ImGui::PushButtonRepeat(true);
if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }
ImGui::SameLine(0.0f, spacing);
if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {}
if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }
ImGui::PopButtonRepeat();
ImGui::SameLine();
ImGui::Text("%d", counter);
ImGui::Text("Hover over me");
if (ImGui::IsItemHovered())
@ -2614,8 +2627,8 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
ImGui::EndPopup();
}
ImGui::End();
}
ImGui::End();
}
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
@ -3226,7 +3239,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
{
// Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
ImGui::AlignTextToFramePadding();
ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
ImGui::NextColumn();
ImGui::PushItemWidth(-1);
if (i >= 5)

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@ -1,4 +1,4 @@
// dear imgui, v1.62
// dear imgui, v1.63 WIP
// (drawing and font code)
// Contains implementation for
@ -2855,8 +2855,9 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
//-----------------------------------------------------------------------------
// DEFAULT FONT DATA
//-----------------------------------------------------------------------------
// Compressed with stb_compress() then converted to a C array.
// Compressed with stb_compress() then converted to a C array and encoded as base85.
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
//-----------------------------------------------------------------------------
@ -2978,7 +2979,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
// Download and more information at http://upperbounds.net
//-----------------------------------------------------------------------------
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using binary_to_compressed_c.cpp
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
//-----------------------------------------------------------------------------
static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"

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@ -1,4 +1,4 @@
// dear imgui, v1.62
// dear imgui, v1.63 WIP
// (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -1022,7 +1022,7 @@ struct IMGUI_API ImGuiWindow
bool CollapseToggleWanted;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool CloseButton; // Set when the window has a close button (p_open != NULL)
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
@ -1127,7 +1127,8 @@ namespace ImGui
IMGUI_API void Initialize(ImGuiContext* context);
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
IMGUI_API void NewFrameUpdateHoveredWindowAndCaptureFlags();
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void UpdateMovingWindow();
// Viewports
IMGUI_API ImGuiViewportP* FindViewportByID(ImGuiID id);
@ -1219,6 +1220,7 @@ namespace ImGui
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power);
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags = 0);