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_opengl3.cpp
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	imgui.cpp
This commit is contained in:
ocornut 2021-02-18 11:40:39 +01:00
commit ffa863a3ba
42 changed files with 254 additions and 127 deletions

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@ -3,8 +3,16 @@ name: build
on: on:
push: push:
pull_request: pull_request:
schedule: workflow_run:
- cron: '0 9 * * *' # Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
# "scheduled" workflow, while maintaining ability to perform local CI builds.
workflows:
- scheduled
branches:
- master
- docking
types:
- requested
jobs: jobs:
Windows: Windows:
@ -98,22 +106,22 @@ jobs:
- name: Build Win32 example_glfw_opengl3 - name: Build Win32 example_glfw_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_vulkan - name: Build Win32 example_glfw_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_vulkan - name: Build Win32 example_sdl_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl2 - name: Build Win32 example_sdl_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl3 - name: Build Win32 example_sdl_opengl3
shell: cmd shell: cmd
@ -122,7 +130,7 @@ jobs:
- name: Build Win32 example_sdl_directx11 - name: Build Win32 example_sdl_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9 - name: Build Win32 example_win32_directx9
shell: cmd shell: cmd
@ -135,12 +143,12 @@ jobs:
- name: Build Win32 example_win32_directx11 - name: Build Win32 example_win32_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl2 - name: Build x64 example_glfw_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl3 - name: Build x64 example_glfw_opengl3
shell: cmd shell: cmd
@ -153,17 +161,17 @@ jobs:
- name: Build x64 example_sdl_vulkan - name: Build x64 example_sdl_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl2 - name: Build x64 example_sdl_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl3 - name: Build x64 example_sdl_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_directx11 - name: Build x64 example_sdl_directx11
shell: cmd shell: cmd
@ -172,17 +180,17 @@ jobs:
- name: Build x64 example_win32_directx9 - name: Build x64 example_win32_directx9
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx10 - name: Build x64 example_win32_directx10
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx11 - name: Build x64 example_win32_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx12 - name: Build x64 example_win32_directx12
shell: cmd shell: cmd
@ -344,17 +352,17 @@ jobs:
- name: Build example_glfw_opengl3 - name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3 run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl2 - name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2 run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3 - name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3 run: make -C examples/example_sdl_opengl3
MacOS: MacOS:
runs-on: macOS-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v2 - uses: actions/checkout@v2
@ -392,7 +400,7 @@ jobs:
- name: Build example_glfw_opengl3 - name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3 run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build example_glfw_metal - name: Build example_glfw_metal
run: make -C examples/example_glfw_metal run: make -C examples/example_glfw_metal
@ -402,7 +410,7 @@ jobs:
- name: Build example_sdl_opengl2 - name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2 run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3 - name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3 run: make -C examples/example_sdl_opengl3
@ -414,7 +422,7 @@ jobs:
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS: iOS:
runs-on: macOS-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v2 - uses: actions/checkout@v2
@ -460,7 +468,7 @@ jobs:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }} discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }} github-token: ${{ github.token }}
action-task: discord-jobs action-task: discord-jobs
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'" discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
discord-username: GitHub Actions discord-username: GitHub Actions
discord-job-new-failure-message: '' discord-job-new-failure-message: ''
discord-job-fixed-failure-message: '' discord-job-fixed-failure-message: ''

15
.github/workflows/scheduled.yml vendored Normal file
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@ -0,0 +1,15 @@
#
# This is a dummy workflow used to trigger scheduled builds. Forked repositories most likely should disable this
# workflow to avoid daily builds of inactive repositories.
#
name: scheduled
on:
schedule:
- cron: '0 9 * * *'
jobs:
scheduled:
runs-on: ubuntu-latest
steps:
- run: exit 0

View File

@ -1,8 +1,12 @@
name: static-analysis name: static-analysis
on: on:
push: {} workflow_run:
pull_request: {} # Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
workflows:
- build
types:
- requested
jobs: jobs:
PVS-Studio: PVS-Studio:
@ -51,7 +55,7 @@ jobs:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }} discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }} github-token: ${{ github.token }}
action-task: discord-jobs action-task: discord-jobs
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'" discord-filter: "'{{ github.branch }}'.match(/master|docking/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
discord-username: GitHub Actions discord-username: GitHub Actions
discord-job-new-failure-message: '' discord-job-new-failure-message: ''
discord-job-fixed-failure-message: '' discord-job-fixed-failure-message: ''

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@ -15,6 +15,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. // 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
@ -68,7 +69,7 @@ struct ImDrawVertAllegro
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{ {
// Setup blending // Setup blending
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA); al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix // Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).

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@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@ -445,8 +446,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD; desc.BlendOp = D3D10_BLEND_OP_ADD;
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlendAlpha = D3D10_BLEND_ZERO; desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);

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@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@ -457,8 +458,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);

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@ -18,6 +18,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
@ -669,8 +670,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
} }

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@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@ -75,6 +76,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);

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@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. // 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@ -388,10 +389,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;

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@ -92,6 +92,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);

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@ -15,6 +15,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
@ -258,7 +259,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);

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@ -23,6 +23,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). // 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. // 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). // 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
@ -832,8 +833,8 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;

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@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version. // 2021-01-28: Initial version.
#include "imgui.h" #include "imgui.h"
@ -638,7 +639,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
{ {
color_state.format = g_renderTargetFormat; color_state.format = g_renderTargetFormat;
color_state.alphaBlend.operation = WGPUBlendOperation_Add; color_state.alphaBlend.operation = WGPUBlendOperation_Add;
color_state.alphaBlend.srcFactor = WGPUBlendFactor_SrcAlpha; color_state.alphaBlend.srcFactor = WGPUBlendFactor_One;
color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
color_state.colorBlend.operation = WGPUBlendOperation_Add; color_state.colorBlend.operation = WGPUBlendOperation_Add;
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha; color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;

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@ -30,6 +30,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
// 2021-01-25: Inputs: Dynamically loading XInput DLL. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
@ -496,7 +497,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
return ::VerifyVersionInfoW(&osvi, mask, cond); return ::VerifyVersionInfoW(&osvi, mask, cond);
} }
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
#endif #endif
#ifndef DPI_ENUMS_DECLARED #ifndef DPI_ENUMS_DECLARED

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@ -9,13 +9,13 @@ your application or engine to easily integrate Dear ImGui.** Each backend is typ
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc. e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR> - The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc.
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR> - For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources. An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
### What are backends ### What are backends
@ -36,7 +36,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support. - Optional: multi-viewports support.
etc. etc.
This is essentially what each backends are doing + obligatory portability cruft. This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder) It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and backends which we are describing here (backends/ folder). and backends which we are describing here (backends/ folder).
@ -46,6 +46,11 @@ and backends which we are describing here (backends/ folder).
e.g. you can get creative and use software rendering or render remotely on a different machine. e.g. you can get creative and use software rendering or render remotely on a different machine.
### Integrating a backend
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
### List of backends ### List of backends
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:

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@ -103,6 +103,30 @@ Other changes:
to make the examples main.cpp easier to read. to make the examples main.cpp easier to read.
-----------------------------------------------------------------------
VERSION 1.82 WIP (In Progresss)
-----------------------------------------------------------------------
Breaking Changes:
- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
Other Changes:
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
accross all backends), facilitating compositing of the output buffer with another buffer.
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
- Examples: Reworked setup of clear color to be compatible with transparent values.
- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
scheduled builds builds are not required. [@rokups]
>>>>>>> master
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.81 (Released 2021-02-10) VERSION 1.81 (Released 2021-02-10)
----------------------------------------------------------------------- -----------------------------------------------------------------------
@ -135,9 +159,9 @@ Other Changes:
- Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos. - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
- Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size. - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
- We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area): - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area):
- For a Platform Window, the work area is generally the full area minus space used by menu-bars. - For a Platform Window, the work area is generally the full area minus space used by menu-bars.
- For a Platform Monitor, the work area is generally the full area minus space used by task-bars. - For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
- All of this has been the case in 'docking' branch for a long time. What we've done is merely merging - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time. a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) - Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no - Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no

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@ -122,7 +122,7 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w)); al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display(); al_flip_display();
} }

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@ -245,7 +245,7 @@
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil) if (renderPassDescriptor != nil)
{ {
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary. // Here, you could do additional rendering work, including other passes as necessary.

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@ -97,7 +97,7 @@
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(draw_data); ImGui_ImplOpenGL2_RenderDrawData(draw_data);

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@ -168,7 +168,7 @@ static void main_loop(void* arg)
ImGui::Render(); ImGui::Render();
SDL_GL_MakeCurrent(g_Window, g_GLContext); SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(g_Window); SDL_GL_SwapWindow(g_Window);

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@ -205,7 +205,7 @@ static void main_loop(void* window)
WGPURenderPassColorAttachmentDescriptor color_attachments = {}; WGPURenderPassColorAttachmentDescriptor color_attachments = {};
color_attachments.loadOp = WGPULoadOp_Clear; color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store; color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearColor = { clear_color.x, clear_color.y, clear_color.z, clear_color.w }; color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
WGPURenderPassDescriptor render_pass_desc = {}; WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1; render_pass_desc.colorAttachmentCount = 1;

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@ -99,7 +99,7 @@ int main(int, char**)
id<CAMetalDrawable> drawable = [layer nextDrawable]; id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture; renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;

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@ -144,7 +144,7 @@ int main(int, char**)
int display_w, display_h; int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h); glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),

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@ -208,7 +208,7 @@ int main(int, char**)
int display_w, display_h; int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h); glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

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@ -530,7 +530,10 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData(); ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized) if (!main_is_minimized)
FrameRender(wd, main_draw_data); FrameRender(wd, main_draw_data);

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@ -76,7 +76,7 @@ void glut_display_func()
ImGui::Render(); ImGui::Render();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());

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@ -167,8 +167,9 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows // Update and Render additional Platform Windows

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@ -107,7 +107,7 @@ int main(int, char**)
id<CAMetalDrawable> drawable = [layer nextDrawable]; id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture; renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;

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@ -149,7 +149,7 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());

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@ -210,7 +210,7 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

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@ -531,7 +531,10 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData(); ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized) if (!main_is_minimized)
FrameRender(wd, main_draw_data); FrameRender(wd, main_draw_data);

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@ -154,8 +154,9 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows // Update and Render additional Platform Windows

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@ -161,8 +161,9 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows // Update and Render additional Platform Windows

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@ -205,7 +205,8 @@ int main(int, char**)
g_pd3dCommandList->ResourceBarrier(1, &barrier); g_pd3dCommandList->ResourceBarrier(1, &barrier);
// Render Dear ImGui graphics // Render Dear ImGui graphics
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
@ -348,9 +349,11 @@ bool CreateDeviceD3D(HWND hWnd)
{ {
IDXGIFactory4* dxgiFactory = NULL; IDXGIFactory4* dxgiFactory = NULL;
IDXGISwapChain1* swapChain1 = NULL; IDXGISwapChain1* swapChain1 = NULL;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || return false;
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
return false;
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return false; return false;
swapChain1->Release(); swapChain1->Release();
dxgiFactory->Release(); dxgiFactory->Release();

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@ -155,7 +155,7 @@ int main(int, char**)
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0) if (g_pd3dDevice->BeginScene() >= 0)
{ {
@ -200,7 +200,7 @@ bool CreateDeviceD3D(HWND hWnd)
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE; g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (main code and documentation) // (main code and documentation)
// Help: // Help:
@ -376,15 +376,16 @@ CODE
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
(Docking/Viewport Branch) (Docking/Viewport Branch)
- 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
- likewise io.MousePos and GetMousePos() will use OS coordinates. - likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 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). - 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). - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
- renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
@ -1011,7 +1012,7 @@ ImGuiStyle::ImGuiStyle()
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
// Default theme // Default theme
ImGui::StyleColorsDark(this); ImGui::StyleColorsDark(this);
@ -4009,7 +4010,7 @@ void ImGui::NewFrame()
virtual_space.Add(g.Viewports[n]->GetMainRect()); virtual_space.Add(g.Viewports[n]->GetMainRect());
g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
if (g.Style.AntiAliasedLines) if (g.Style.AntiAliasedLines)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
@ -5385,9 +5386,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
} }
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImVec2 new_size = size_desired;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{ {
// Using -1,-1 on either X/Y axis to preserve the current size. // Using -1,-1 on either X/Y axis to preserve the current size.
@ -7690,7 +7692,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);

13
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (headers) // (headers)
// Help: // Help:
@ -60,8 +60,8 @@ Index of this file:
// Version // 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) // (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 "1.81" #define IMGUI_VERSION "1.82 WIP"
#define IMGUI_VERSION_NUM 18100 #define IMGUI_VERSION_NUM 18101
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #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_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -711,7 +711,7 @@ namespace ImGui
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row). // some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImU32 user_id = 0); IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
@ -721,7 +721,7 @@ namespace ImGui
// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
// wastefully sort your data every frame! // wastefully sort your data every frame!
// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
// Tables: Miscellaneous functions // Tables: Miscellaneous functions
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
@ -1795,7 +1795,7 @@ struct ImGuiStyle
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT]; ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle(); IMGUI_API ImGuiStyle();
@ -2565,6 +2565,7 @@ struct ImDrawList
IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset(); IMGUI_API void _OnChangedVtxOffset();
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
}; };
// All draw data to render a Dear ImGui frame // All draw data to render a Dear ImGui frame

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (demo code) // (demo code)
// Help: // Help:
@ -4913,6 +4913,9 @@ static void ShowDemoWindowTables()
ImGui::TreePop(); ImGui::TreePop();
} }
// In this example we'll expose most table flags and settings.
// For specific flags and settings refer to the corresponding section for more detailed explanation.
// This section is mostly useful to experiment with combining certain flags or settings with each others.
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
if (open_action != -1) if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0); ImGui::SetNextItemOpen(open_action != 0);
@ -5051,7 +5054,7 @@ static void ShowDemoWindowTables()
ImGui::TreePop(); ImGui::TreePop();
} }
// Recreate/reset item list if we changed the number of items // Update item list if we changed the number of items
static ImVector<MyItem> items; static ImVector<MyItem> items;
static ImVector<int> selection; static ImVector<int> selection;
static bool items_need_sort = false; static bool items_need_sort = false;
@ -5073,6 +5076,7 @@ static void ShowDemoWindowTables()
ImVec2 table_scroll_cur, table_scroll_max; // For debug display ImVec2 table_scroll_cur, table_scroll_max; // For debug display
const ImDrawList* table_draw_list = NULL; // " const ImDrawList* table_draw_list = NULL; // "
// Submit table
const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
{ {
@ -5131,9 +5135,9 @@ static void ShowDemoWindowTables()
const bool item_is_selected = selection.contains(item->ID); const bool item_is_selected = selection.contains(item->ID);
ImGui::PushID(item->ID); ImGui::PushID(item->ID);
ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
ImGui::TableNextColumn();
// For the demo purpose we can select among different type of items submitted in the first column // For the demo purpose we can select among different type of items submitted in the first column
ImGui::TableSetColumnIndex(0);
char label[32]; char label[32];
sprintf(label, "%04d", item->ID); sprintf(label, "%04d", item->ID);
if (contents_type == CT_Text) if (contents_type == CT_Text)
@ -5164,14 +5168,14 @@ static void ShowDemoWindowTables()
} }
} }
if (ImGui::TableNextColumn()) if (ImGui::TableSetColumnIndex(1))
ImGui::TextUnformatted(item->Name); ImGui::TextUnformatted(item->Name);
// Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
// and we are currently sorting on the column showing the Quantity. // and we are currently sorting on the column showing the Quantity.
// To avoid triggering a sort while holding the button, we only trigger it when the button has been released. // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
// You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
if (ImGui::TableNextColumn()) if (ImGui::TableSetColumnIndex(2))
{ {
if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
@ -5180,16 +5184,16 @@ static void ShowDemoWindowTables()
if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
} }
if (ImGui::TableNextColumn()) if (ImGui::TableSetColumnIndex(3))
ImGui::Text("%d", item->Quantity); ImGui::Text("%d", item->Quantity);
ImGui::TableNextColumn(); ImGui::TableSetColumnIndex(4);
if (show_wrapped_text) if (show_wrapped_text)
ImGui::TextWrapped("Lorem ipsum dolor sit amet"); ImGui::TextWrapped("Lorem ipsum dolor sit amet");
else else
ImGui::Text("Lorem ipsum dolor sit amet"); ImGui::Text("Lorem ipsum dolor sit amet");
if (ImGui::TableNextColumn()) if (ImGui::TableSetColumnIndex(5))
ImGui::Text("1234"); ImGui::Text("1234");
ImGui::PopID(); ImGui::PopID();
@ -6108,22 +6112,42 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
// When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
if (ImGui::IsItemActive()) if (ImGui::IsItemActive())
{ {
ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
ImGui::BeginTooltip(); ImGui::BeginTooltip();
ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::TextUnformatted("(R = radius, N = number of segments)");
ImGui::Spacing();
ImDrawList* draw_list = ImGui::GetWindowDrawList(); ImDrawList* draw_list = ImGui::GetWindowDrawList();
float RAD_MIN = 10.0f, RAD_MAX = 80.0f; const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;
float off_x = 10.0f; for (int n = 0; n < 8; n++)
for (int n = 0; n < 7; n++)
{ {
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); const float RAD_MIN = 5.0f;
draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); const float RAD_MAX = 70.0f;
off_x += 10.0f + rad * 2.0f; const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
ImGui::BeginGroup();
ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
const float offset_x = floorf(canvas_width * 0.5f);
const float offset_y = floorf(RAD_MAX);
const ImVec2 p1 = ImGui::GetCursorScreenPos();
draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
/*
const ImVec2 p2 = ImGui::GetCursorScreenPos();
draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
*/
ImGui::EndGroup();
ImGui::SameLine();
} }
ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f));
ImGui::EndTooltip(); ImGui::EndTooltip();
} }
ImGui::SameLine(); ImGui::SameLine();

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (drawing and font code) // (drawing and font code)
/* /*
@ -382,7 +382,7 @@ ImDrawListSharedData::ImDrawListSharedData()
} }
} }
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{ {
if (CircleSegmentMaxError == max_error) if (CircleSegmentMaxError == max_error)
return; return;
@ -390,8 +390,7 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{ {
const float radius = (float)i; const float radius = (float)i;
const int segment_count = (i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0; CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
} }
} }
@ -549,6 +548,16 @@ void ImDrawList::_OnChangedVtxOffset()
curr_cmd->VtxOffset = _CmdHeader.VtxOffset; curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
} }
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
{
// Automatic segment count
const int radius_idx = (int)(radius + 0.999f); // ceil to never reduce accuracy
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{ {
@ -1292,11 +1301,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
if (num_segments <= 0) if (num_segments <= 0)
{ {
// Automatic segment count // Automatic segment count
const int radius_idx = (int)radius; num_segments = _CalcCircleAutoSegmentCount(radius);
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
} }
else else
{ {
@ -1322,11 +1327,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
if (num_segments <= 0) if (num_segments <= 0)
{ {
// Automatic segment count // Automatic segment count
const int radius_idx = (int)radius; num_segments = _CalcCircleAutoSegmentCount(radius);
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
} }
else else
{ {

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -629,10 +629,20 @@ struct IMGUI_API ImChunkStream
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
// FIXME: the minimum number of auto-segment may be undesirably high for very small radiuses (e.g. 1.0f) // Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 // Number of segments (N) is calculated using equation:
// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
// Our equation is significantly simpler that one in the post thanks for choosing segment that is
// perpendicular to X axis. Follow steps in the article from this starting condition and you will
// will get this result.
//
// Rendering circles with an odd number of segments, while mathematically correct will produce
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
//
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. // ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER #ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
@ -657,7 +667,7 @@ struct IMGUI_API ImDrawListSharedData
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
ImDrawListSharedData(); ImDrawListSharedData();
void SetCircleSegmentMaxError(float max_error); void SetCircleTessellationMaxError(float max_error);
}; };
struct ImDrawDataBuilder struct ImDrawDataBuilder
@ -2308,9 +2318,10 @@ struct ImGuiTable
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
@ -2618,6 +2629,7 @@ namespace ImGui
IMGUI_API void TablePopBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel();
// Tables: Internals // Tables: Internals
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (tables and columns code) // (tables and columns code)
/* /*
@ -687,13 +687,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->ColumnsEnabledCount = 0; table->ColumnsEnabledCount = 0;
table->EnabledMaskByIndex = 0x00; table->EnabledMaskByIndex = 0x00;
table->EnabledMaskByDisplayOrder = 0x00; table->EnabledMaskByDisplayOrder = 0x00;
table->LeftMostEnabledColumn = -1;
table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
// [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
// Process columns in their visible orders as we are building the Prev/Next indices. // Process columns in their visible orders as we are building the Prev/Next indices.
int count_fixed = 0; // Number of columns that have fixed sizing policies int count_fixed = 0; // Number of columns that have fixed sizing policies
int count_stretch = 0; // Number of columns that have stretch sizing policies int count_stretch = 0; // Number of columns that have stretch sizing policies
int last_visible_column_idx = -1; int prev_visible_column_idx = -1;
bool has_auto_fit_request = false; bool has_auto_fit_request = false;
bool has_resizable = false; bool has_resizable = false;
float stretch_sum_width_auto = 0.0f; float stretch_sum_width_auto = 0.0f;
@ -741,14 +742,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
} }
// Mark as enabled and link to previous/next enabled column // Mark as enabled and link to previous/next enabled column
column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
column->NextEnabledColumn = -1; column->NextEnabledColumn = -1;
if (last_visible_column_idx != -1) if (prev_visible_column_idx != -1)
table->Columns[last_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
else
table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
table->EnabledMaskByIndex |= (ImU64)1 << column_n; table->EnabledMaskByIndex |= (ImU64)1 << column_n;
table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;
last_visible_column_idx = column_n; prev_visible_column_idx = column_n;
IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
// Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
@ -778,8 +781,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
} }
if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
table->IsSortSpecsDirty = true; table->IsSortSpecsDirty = true;
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
IM_ASSERT(table->RightMostEnabledColumn >= 0); IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
// to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).

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@ -1,4 +1,4 @@
// dear imgui, v1.81 // dear imgui, v1.82 WIP
// (widgets code) // (widgets code)
/* /*