Merge misc changes from docking branch to reduce small drift.

In particular:
- imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match.
- imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab
- Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file.
+ moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
This commit is contained in:
ocornut 2023-02-07 12:24:42 +01:00
parent 1b27ac982f
commit e816bc6723
28 changed files with 194 additions and 155 deletions

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@ -275,7 +275,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->Texture) if (bd->Texture)
{ {
io.Fonts->SetTexID(nullptr); io.Fonts->SetTexID(0);
al_destroy_bitmap(bd->Texture); al_destroy_bitmap(bd->Texture);
bd->Texture = nullptr; bd->Texture = nullptr;
} }

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@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -515,7 +515,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
return; return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }

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@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -527,7 +527,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
return; return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@ -50,34 +50,23 @@
#endif #endif
// DirectX data // DirectX data
struct ImGui_ImplDX12_RenderBuffers struct ImGui_ImplDX12_RenderBuffers;
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct ImGui_ImplDX12_Data struct ImGui_ImplDX12_Data
{ {
ID3D12Device* pd3dDevice; ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature; ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState; ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat; DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource; ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources; ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT numFramesInFlight; UINT frameIndex;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -87,6 +76,20 @@ static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Functions // Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{ {
@ -676,8 +679,8 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return; return;
ImGuiIO& io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
SafeRelease(bd->pRootSignature); SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState); SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource); SafeRelease(bd->pFontTextureResource);
@ -709,8 +712,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight; bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
bd->frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++) for (int i = 0; i < num_frames_in_flight; i++)
@ -731,6 +734,7 @@ void ImGui_ImplDX12_Shutdown()
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources; delete[] bd->pFrameResources;
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details. // See imgui_impl_dx12.cpp file for details.

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -366,7 +366,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
return; return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
} }
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -1,7 +1,7 @@
// dear imgui: Platform Backend for GLFW // dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+) // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
@ -70,10 +70,15 @@
// GLFW // GLFW
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#ifdef _WIN32 #ifdef _WIN32
#undef APIENTRY #undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window #include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif
#ifdef __APPLE__
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif #endif
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
@ -509,11 +514,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window; io.ClipboardUserData = bd->Window;
// Set platform dependent data in viewport
#if defined(_WIN32)
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors // Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
@ -543,7 +543,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks) if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window); ImGui_ImplGlfw_InstallCallbacks(window);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback? // FIXME: May break chaining in case user registered their own Emscripten callback?
@ -551,6 +550,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback); emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback);
#endif #endif
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#endif
bd->ClientApi = client_api; bd->ClientApi = client_api;
return true; return true;
} }
@ -598,24 +605,29 @@ static void ImGui_ImplGlfw_UpdateMouseData()
return; return;
} }
#ifdef __EMSCRIPTEN__ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
const bool is_app_focused = true;
#else
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif
if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) GLFWwindow* window = bd->Window;
if (io.WantSetMousePos)
glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) #ifdef __EMSCRIPTEN__
if (is_app_focused && bd->MouseWindow == nullptr) const bool is_window_focused = true;
#else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
if (is_window_focused)
{ {
double mouse_x, mouse_y; // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); if (io.WantSetMousePos)
io.AddMousePosEvent((float)mouse_x, (float)mouse_y); glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
} }
} }
} }
@ -628,17 +640,21 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
return; return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor GLFWwindow* window = bd->Window;
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
} {
else // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
{ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// Show OS mouse cursor }
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. else
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); {
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
} }
} }

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -70,16 +70,16 @@
struct ImGui_ImplMetal_Data struct ImGui_ImplMetal_Data
{ {
MetalContext* SharedMetalContext; MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
}; };
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); } static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
#ifdef IMGUI_IMPL_METAL_CPP #ifdef IMGUI_IMPL_METAL_CPP
@ -297,7 +297,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
{ {
dispatch_async(dispatch_get_main_queue(), ^{ dispatch_async(dispatch_get_main_queue(), ^{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
if (bd != NULL) if (bd != nullptr)
{ {
@synchronized(bd->SharedMetalContext.bufferCache) @synchronized(bd->SharedMetalContext.bufferCache)
{ {

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@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -9,7 +9,7 @@
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support. // [X] Platform: IME support.
//
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.

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@ -66,22 +66,22 @@
// Data // Data
struct ImGui_ImplOSX_Data struct ImGui_ImplOSX_Data
{ {
CFTimeInterval Time; CFTimeInterval Time;
NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool MouseCursorHidden; bool MouseCursorHidden;
ImGuiObserver* Observer; ImGuiObserver* Observer;
KeyEventResponder* KeyEventResponder; KeyEventResponder* KeyEventResponder;
NSTextInputContext* InputContext; NSTextInputContext* InputContext;
id Monitor; id Monitor;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
}; };
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations // Forward Declarations
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
@ -391,8 +391,6 @@ bool ImGui_ImplOSX_Init(NSView* view)
// Setup backend capabilities flags // Setup backend capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.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)
io.BackendPlatformName = "imgui_impl_osx"; io.BackendPlatformName = "imgui_impl_osx";
bd->Observer = [ImGuiObserver new]; bd->Observer = [ImGuiObserver new];
@ -476,11 +474,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
void ImGui_ImplOSX_Shutdown() void ImGui_ImplOSX_Shutdown()
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
bd->Observer = NULL; bd->Observer = nullptr;
if (bd->Monitor != NULL) if (bd->Monitor != nullptr)
{ {
[NSEvent removeMonitor:bd->Monitor]; [NSEvent removeMonitor:bd->Monitor];
bd->Monitor = NULL; bd->Monitor = nullptr;
} }
ImGui_ImplOSX_DestroyBackendData(); ImGui_ImplOSX_DestroyBackendData();
} }

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@ -91,6 +91,7 @@ struct ImGui_ImplSDL2_Data
SDL_Window* Window; SDL_Window* Window;
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
Uint32 MouseWindowID;
int MouseButtonsDown; int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* LastMouseCursor; SDL_Cursor* LastMouseCursor;
@ -261,7 +262,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{ {
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
{ {
io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y); ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true; return true;
} }
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
@ -318,7 +320,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event; Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER) if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->PendingMouseLeaveFrame = 0; bd->PendingMouseLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE) if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
@ -374,14 +379,19 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport // Set platform dependent data in viewport
#if defined(SDL_VIDEO_DRIVER_WINDOWS) // Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info)) if (SDL_GetWindowWMInfo(window, &info))
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; {
#else #if defined(SDL_VIDEO_DRIVER_WINDOWS)
(void)window; main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif #endif
}
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
@ -457,7 +467,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window); const bool is_app_focused = (bd->Window == focused_window);
#else #else
@ -580,8 +590,9 @@ void ImGui_ImplSDL2_NewFrame()
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{ {
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); bd->MouseWindowID = 0;
bd->PendingMouseLeaveFrame = 0; bd->PendingMouseLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
} }
ImGui_ImplSDL2_UpdateMouseData(); ImGui_ImplSDL2_UpdateMouseData();

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@ -10,8 +10,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.

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@ -10,7 +10,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API

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@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@ -117,7 +117,7 @@ struct ImGui_ImplVulkan_Data
VkDeviceMemory UploadBufferMemory; VkDeviceMemory UploadBufferMemory;
VkBuffer UploadBuffer; VkBuffer UploadBuffer;
// Render buffers // Render buffers for main window
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
ImGui_ImplVulkan_Data() ImGui_ImplVulkan_Data()

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@ -2,8 +2,8 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details. // See imgui_impl_vulkan.cpp file for details.
@ -89,8 +89,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*l
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally. // 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them. // but it is too much code to duplicate everywhere so we exceptionally expose them.
// //
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).

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@ -4,7 +4,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -685,7 +685,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
SafeRelease(g_resources); SafeRelease(g_resources);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (unsigned int i = 0; i < g_numFramesInFlight; i++) for (unsigned int i = 0; i < g_numFramesInFlight; i++)
SafeRelease(g_pFrameResources[i]); SafeRelease(g_pFrameResources[i]);

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@ -4,7 +4,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -254,7 +254,8 @@ static void ImGui_ImplWin32_UpdateMouseData()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0); IM_ASSERT(bd->hWnd != 0);
const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd); HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
@ -514,6 +515,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
switch (msg) switch (msg)
{ {
case WM_MOUSEMOVE: case WM_MOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
bd->MouseHwnd = hwnd; bd->MouseHwnd = hwnd;
if (!bd->MouseTracked) if (!bd->MouseTracked)
@ -522,8 +524,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
::TrackMouseEvent(&tme); ::TrackMouseEvent(&tme);
bd->MouseTracked = true; bd->MouseTracked = true;
} }
io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam)); POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
break; break;
}
case WM_MOUSELEAVE: case WM_MOUSELEAVE:
if (bd->MouseHwnd == hwnd) if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = nullptr; bd->MouseHwnd = nullptr;

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@ -1864,7 +1864,7 @@ static const ImU32 GCrc32LookupTable[256] =
// Known size hash // Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
{ {
ImU32 crc = ~seed; ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p; const unsigned char* data = (const unsigned char*)data_p;
@ -1880,7 +1880,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
// - If we reach ### in the string we discard the hash so far and reset to the seed. // - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
{ {
seed = ~seed; seed = ~seed;
ImU32 crc = seed; ImU32 crc = seed;
@ -3374,24 +3374,26 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
for (int n = 0; n < g.Viewports.Size; n++) for (int n = 0; n < g.Viewports.Size; n++)
{ {
ImGuiViewportP* viewport = g.Viewports[n]; // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
ImDrawList* draw_list = GetForegroundDrawList(viewport);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4]; ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{ continue;
const ImVec2 pos = base_pos - offset; ImGuiViewportP* viewport = g.Viewports[n];
const float scale = base_scale; const ImVec2 pos = base_pos - offset;
ImTextureID tex_id = font_atlas->TexID; const float scale = base_scale;
draw_list->PushTextureID(tex_id); if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); continue;
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); ImDrawList* draw_list = GetForegroundDrawList(viewport);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); ImTextureID tex_id = font_atlas->TexID;
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PushTextureID(tex_id);
draw_list->PopTextureID(); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
} draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
} }
} }
@ -3886,7 +3888,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false; return false;
// Special handling for calling after Begin() which represent the title bar or tab. // Special handling for calling after Begin() which represent the title bar or tab.
// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false; return false;
} }
@ -4353,6 +4355,11 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
// Process input queue (trickle as many events as possible), turn events into writes to IO structure
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
UpdateViewportsNewFrame(); UpdateViewportsNewFrame();
// Setup current font and draw list shared data // Setup current font and draw list shared data
@ -4474,10 +4481,6 @@ void ImGui::NewFrame()
//if (g.IO.AppFocusLost) //if (g.IO.AppFocusLost)
// ClosePopupsExceptModals(); // ClosePopupsExceptModals();
// Process input queue (trickle as many events as possible)
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update keyboard input state // Update keyboard input state
UpdateKeyboardInputs(); UpdateKeyboardInputs();
@ -5777,7 +5780,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
if (window->Collapsed) if (window->Collapsed)
{ {
// Title bar only // Title bar only
float backup_border_size = style.FrameBorderSize; const float backup_border_size = style.FrameBorderSize;
g.Style.FrameBorderSize = window->WindowBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize;
ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
@ -9983,7 +9986,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
const int current_stack_size = g.BeginPopupStack.Size; const int current_stack_size = g.BeginPopupStack.Size;
if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
return; return;
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
@ -13977,7 +13980,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
{ {
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
p += ImFormatString(p, buf_end - p, "%s'%s'", p += ImFormatString(p, buf_end - p, "%s'%s'",
tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???"); tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
} }
p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
@ -13999,7 +14002,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
PopID(); PopID();
} }
TreePop(); TreePop();

View File

@ -389,6 +389,8 @@ void ImDrawList::_ResetForNewFrame()
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
if (_Splitter._Count > 1)
_Splitter.Merge(this);
CmdBuffer.resize(0); CmdBuffer.resize(0);
IdxBuffer.resize(0); IdxBuffer.resize(0);

View File

@ -318,8 +318,8 @@ namespace ImStb
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Helpers: Hashing // Helpers: Hashing
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);
// Helpers: Sorting // Helpers: Sorting
#ifndef ImQsort #ifndef ImQsort

View File

@ -7660,6 +7660,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{ {
ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
tab->Offset = tab_offset; tab->Offset = tab_offset;
tab->NameOffset = -1;
tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
} }
tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
@ -7667,6 +7668,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
section_tab_index += section->TabCount; section_tab_index += section->TabCount;
} }
// Clear name buffers
tab_bar->TabsNames.Buf.resize(0);
// If we have lost the selected tab, select the next most recently active one // If we have lost the selected tab, select the next most recently active one
if (found_selected_tab_id == false) if (found_selected_tab_id == false)
tab_bar->SelectedTabId = 0; tab_bar->SelectedTabId = 0;
@ -7698,10 +7702,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
// Clear name buffers
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
tab_bar->TabsNames.Buf.resize(0);
// Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
window->DC.CursorPos = tab_bar->BarRect.Min; window->DC.CursorPos = tab_bar->BarRect.Min;
@ -7759,7 +7759,9 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{ {
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < tab_bar->TabsNames.Buf.Size); if (tab->NameOffset == -1)
return "N/A";
IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
return tab_bar->TabsNames.Buf.Data + tab->NameOffset; return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
} }